I dont think its needed.
Sprout icon is there to tell someone's new to the game, not that someone was too lazy to read basic tooltips
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I dont think its needed.
Sprout icon is there to tell someone's new to the game, not that someone was too lazy to read basic tooltips
Another one of OP's posts
zzz
I think this is a decent idea in principal, especially with how fast new jobs can level. Had my first run at tanking recently, thought I knew what to do, but in reality... kinda knew what to do and hit a few things that either werent intuitive, or was easier said than actually done.
Wouldn’t make a difference. The sprout icon doesn’t mean much nor does the battle mentor icon. I unlocked Puppet Factory the other day on an alt that still has the sprout icon, ended up in an alliance with 4 battle mentors, 3 of whom ended up dying several times on the first boss while my fake sprout took pretty much only unavoidable damage. The sprout icon just means that the current character (not player) has less than 300 hours of game play (I think it is 300 but in any event it is an awful lot) and has not completed the last ShB mission.
If I am playing a job/role I am still learning or get thrown into a higher level duty I have never tanked I can just say so if I am unsure of how I will perform and if I think it may affect the group. I had that happen with sage and reaper, having the queue throw me into max level duties while I was still unfamiliar with the jobs.
Isnt this an argument to change the sprout and mentor system as a whole?
For example, tie Sprout to the job and have it disappear after a reasonable time. Maybe use a different icon if its someones first time in a dungeon (any job), and make the mentor system tied to wanting to help others with a higher barrier to entry, and without rewards like mounts?
at that point, make it be based in how long has it been since you used it in synced content.<that isn't PVP, VnC, Side content.>
since people can rust very easily.
(the largest issue the idea has is when is it considered an issue for the player to be accustomed to the job and move past the skill floor. <applies to both if the player can toggle it or not, or with restrictions> cause if it exists, players may come to expect it.
And those who are paper thin, and can't understand will cause a fuss over it)
The "role sprout" is actually a pretty neat idea, but a couple thoughts:
-Do you mean role sprout or class/job sprout? Just using your example, if you played WHM a lot and then switched to SGE, you'd still be in the same role of Healer, so the "role sprout" idea wouldn't apply even though you're new to that particular type of healer.
-Throughout the FF series, different levels of the Cure spell can have different effects. It's actually rather common for some "levels" of Cure to be stronger single-target versions while others are party-wide versions. Best suggestion is what others have said - make sure to read tooltips!