Class & Spec Training

I saw someone mention this in another topic, or at least the lack thereof, and it got me wondering, how difficult would it be to implement some actual in-game training? We had the old DPS/Tank/Heal thing in MoP at the White Tiger area, which helped train in very generic terms, but imagine if there was an actual ‘training area’.

It could be scenario-instanced, and set up for each class and spec. I get that’s a lot of coding and design, but it doesn’t need to be fancy, right? And frankly, just make it look like a PVP training area or something. I’m envisioning that each ability possible for the spec, first baseline stuff and then talent-based things, are simply walked through.

I remember the Tony Hawk training that came at the start (most recently saw it on the Switch version I bought), and like that, you would just walk up to the trainer, select an attack, or cast, etc. from the list of options, and an NPC would talk about it, and have you practice it on a dummy or something. Nothing complex, just “this is X, it uses Y resource, and you would likely want to use it for ABC”. And then you successfully do it, and it marks it as completed. Then you can do it as many times as you want after that, or move on.

And then you could even set up an achievement for each spec for each class, showing that you passed the “Basic Training” or whatever you want to call it. This feels like one of those no-brainer ideas, and while it would consume developer time, it almost feels like something you could give to interns, really. It feels about as basic as design and development would be, but it would go a long way.

I guarantee there’s a large percentage of the player base that doesn’t even know what a lot of the abilities do, because they hardly ever (or never) use them. And the difficulty curve to 70 and dungeons/raiding would be smoothed a lot, I think.

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I think, for some players more than others, having a pseudo ‘walk-through’ dungeon to call out interrupts, tank busters, dodges, big healing moments would be a benefit. Get them in tune with what’s going to be expected to survive…without them needing to go to 3rd party sites to learn what mobs do what. Because let’s face it, the dungeon journal is next to useless at describing things sometimes.
Say for DF, have AA or RLP as the walk through with NPCs. Have in game alerts for each role to give them an idea of what to do and when.
Heck, having dps and tanks understand they need to clear the little storm adds before the guy AOEs them to death in RLP would be fantastic for everyone involved.
Teach them what the goals in AA do on the bird fight. Why the wind side is bad for casters, why the fire side is bad for melee.
Call out the need to kill the adds ASAP on the tree boss.
Just little stuff like that would help some people I think, and in turn, help the groups that those people join… and save me some hair pulling :rofl:
:coffee:

I wonder if it’s more workable as we won’t be having borrowed power - they won’t have to completely rebuild any training from scratch each expansion.

They’re never going to do anything like this again, it was wildly unpopular.

Bads couldn’t do it and they whined and whined about it.

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In ffxiv they have a relatively short sort of tutorial where you go through a few scenarios with Npc’s that help you learn your class as well as mechanics. Not that difficult to implement.