Can we get a DPS/Tank/Healer Tutorial?

Like in-game, when a fresh character signs up to be the tank, DPS, or healer, it would be nice if there was a little tutorial explaining what that means.

I’m an old player at this game, so I know, but quite often in Look For Group, I get the distinct impression that some of the newer players don’t understand the roles (especially as they relate to working in a team).

Mechanics like Aggro and pulling seem to be alien to some players. As do things the role of the tank, or being aware that having a really low or high level character in the group will affect how the dungeon runs.

Lots of resources online, just wishing there was something in game.

Thoughts?

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The tutorial for the game used to be leveling.

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We got the proving grounds back in MoP. Do those scale up? I haven’t checked.

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They do. Still use em on my BM Hunter.

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:roll_eyes: people act like this game you need a PHD in gaming to play wow my 12 year old granddaughter has no problem knowing what to do…

The vast majority i believe saw something on this the player base is late 20’s mid 30’s they don’t want to work as a team they just want the dungeon over faster…

In addition to proving grounds and normal level dungeons (which are pretty forgiving), there are some incredible YouTube videos that can help with this. I like Tsetzuko but there’s so many to choose from.

As a basic guideline though, when you’re new to something start off with as many passive bonuses/talents as you can and then work in new skills and talents as you go.

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Which did absolutely nothing to teach you about dungeon mechanics.

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[quote=“Ponykisses-thrall, post:5, topic:296774, full:true”]
:roll_eyes: people act like this game you need a PHD in gaming to play wow my 12 year old granddaughter has no problem knowing what to do…[/quote]

Oh, this game is definitely something a 12 yr old can master.

But, since it’s so easy, why not have a tutorial?

I wouldn’t even ask for them to do a tutorial on a complex topic.

Well no, the dungeons themselves would do that, but at least in the questing experience you learned about your limitations.

Which again is meaningless in dungeons.

They should pay them extra $15 a month to get gear mailed to them in-game. So they don’t have to do content.

I mean, the open world is where I learn to master my shapeshifting and utilize my abilities. Then I transition into a dungeon setting. The open world, in my opinion, did use to act as a good basic tutorial mode.

If you’re a new player that’s great and you will find what you can do with your character. It tells you nothing about the holy trinity of dungeoneering. New player goes in and thinks we all fight as damage dealers and has no concept to not pull ahead of the tank or not to stand in dungeon mechanics. It also teaches nothing about threat (especially if you’re talking about classic).

Leveling even the omg hardmode classic is a poor substitute for a dungeon tutorial.

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Used to be that you’d actually have to know 4 other people to do a basic, low level dungeon, so having the social skills to communicate the roles was pretty much a given.

With LFG and such, players don’t need to understand the roles to join a group or “commit” to playing a certain role in said group. They also don’t need to be able to communicate or even have a shared language.

And it’s not a problem if they understand their role, hence the tutorial suggestion.

That’s true, but the open world generally did help set a nice expectation on how much of a threshold your character could handle.

Threat however, is completely meaningless nowadays. Even if the mage somehow pulls off the tank, there is generally no consequence of it occurring.

Growing pains is part of the power progression and learning process imo.

The druid really has an advantage in learning all the roles with basic questing and dungeons.

For classes that only do DPS, it’s harder to empathize with the other roles.

Realistically speaking, how often do you think players are swapping between all 4 roles in the leveling process?

This is true for DPS only classes, but the only threat they marginally have in a dungeon setting is pulling off the tank, which is pretty difficult. Personally, I think they did interrupts right with Demon Hunters in that it rewards you for using the interrupt ability and using it correctly. Even before dungeons became super easy, people struggled to use their interrupt during runs.

I was agreeing with your point about questing being enough to learn the roles, I just think the druid has a bit of an advantage when it comes to understanding what each role needs to do in a dungeon because the class is so able to be any role.

While I don’t think the druid is constantly switching, I do think that having wide array of skills means they probably understand basic mechanics like Resurrection, Healing, Damage, Taunting, Aggro, mana and so forth.

While a Rogue might not even know what taunting is, or that the party needs to be out of combat so they can ressurect party members, or that the mage/priest needs to have full mana before we start a new battle.

Tbh, these are things that folks should pick up from the general dungeon experience. However, none of this really exists anymore in the leveling atmosphere. I generally tank or heal when leveling, sometimes with Heirlooms, sometimes without. I never run out of mana as a healer and when I tank, I can chain pull constantly. There is one exception and that’s Arcane mages because their rotation/damage output depends on mana.

If Blizzard would like dungeons to become a learning experience, then they need to up the challenge as well as the reward. Make armor types matter. Punish DPS for pulling, etc, etc. Otherwise, the expectation of dungeons been lawltrain easy is going to remain.

If you ran dungeons while leveling you certainly learned about how they work along the way.