Agreed, also seems like there is some misinformation. Like you can be a mentor in whatever you want whenever you want? Edit: seems like yes you can be lol.
Imo, mentor of a job group means if you get asked a question unless it's very obscure you can answer it. You're not going to tell a BLM to do the "wrong" rotation because you just don't actually know how to play BLM yourself. I see value in having many types of mentors though, like ones who love to help newbies find the best leveling content and don't actually queue in roulette.
For mentors who queue in roulette, that includes EX content, I think it's important to have a higher standard and that standard isn't quantity but specifically quality. Even if as people point out you overgear it, I don't think that is enough of an argument that it's okay to let someone be a teacher. They should still be exampling proper play, good rotation, position, responsive combat, you watch the mentor and learn - not watch the mentor fumble to keep up their monk stacks.
So to me I'm coming at it at two separate angles. The basic mentor helper I don't think needs any change to becoming one, perhaps make it even easier to be a person who flags themselves as a helper. But I've seen and agree to the post that mentors who are of a specific field and / are of combat, then they should be tested. I also want the tests for another reason though, that'd be the other angle. I see enhancing the quality of combat mentors as a way to also add better tutorials which will better help new players or players seeking to improve themselves with little stress (I think training people into EX will give us more players to play with, and also increase their quality if they're taught what to expect - perhaps require them to play better if the test is made as a gate for certain DF content). So I guess that adds confusion to my posts, because I want to hit two birds with one stone while riding the main thought in the thread (make mentors great again.. lol).
I also think this is a justified question/suggestion for the topic because the topic was obviously created due to displeasure in the capability of mentors (so its not like people are suggesting changes because hey lets fiddle with stuff, they want to come to some "change" in mentor ability). Now just have to find out what will produce the best results, and why. The best results being for those who find mentors helpful, not for the mentors themselves.
I want to see as many mentors as possible, that are good at whatever symbol they yield~ (I think to simplify the icons, a star next to the mentor symbol means you know the job you're currently on - well, no star just means you're experienced enough to be a helpful person, we don't need icon clutter for a system that should help new people out haha).
Add slight more below:
So apparently I want to see the mentor system expanded haha. I find all your logic sound, but I think we start to differ because I personally envision the mentor system as a thing for all time and all content - where if you show up in an EX of whatever content as a mentor.. like omg hey you must be good! lol. So perhaps for end game content the tests I suggested (which as above and in previous post I think can hit two birds one stone) are where it happens. You don't have to have end game experience to be a mentor for new players, but your mentor status turns off until you earn your new "tier" of mentor status again when doing this other content (which again, quality not quantity - I'm not a fan of these time gated suggestions I see).
I disagree with people making mentor harder to obtain without having "good" results, as I want as many people who want to be helpful to easily be helpful. Like SE should let a 2 minute old leaf be a mentor if that person could actually be helpful to others (doubtful at 2 minutes but you get my feeling I think). Making someone play 100days before they can use systems that help others is a bit like "whyyyyyyyy to me" lol.




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