Originally Posted by
Lyth
Many of the things that people put forward as 'raising' the skill ceiling generally don't. Being able to execute your job's opener and rotation consistently under target dummy conditions is a fundamental barrier to entry, sure. I absolutely agree that there is more that can be done in-game to give newer players feedback and help them improve. There's been talk about a 'Hall of the Intermediate/Expert' for years. It would be great to get players to do damage on a target dummy and replay it back to them showing places where they dropped buffs or held cooldowns for too long. You don't have to provide numerical feedback on which they can potentially be judged in order to help people improve. Perhaps allow them to specifically select recurring raid mechanics to practice while doing so. The majority won't bother with it, but there should be opportunities for those who actually seek it out.
But your rotation defines the skill floor, not the ceiling, especially when you've been mashing out the same button sequence for hundreds of hours. The only way that you're going to challenge players through 'job design' is if you design actions which actually require mechanical precision to use. Movement abilities. Skillshots. The sort of things that define skill expression in MOBAs. Otherwise, you're entirely dependent on fight design, which is the direction which we've moved towards.