Or add a solution to help players learn the jobs they play. Would probably be a more helpful and logical choice.I love these threads. As players you want to level up at super speeds and hit End Game before the game even hits one year old. The sheer ease of the game promotes this behavior. Why learn when you an essentially just button mash 90% of the game. This is the game you want, this is the game you've been given, and its going to produce a majority of just button mashers. You made your bed, lay in it.
The solution is to add a test. We were tested in the earlier stages of leveling a class (i.e 1-30) though those were pretty light in some respects with notable quests going to one of the GLD quests where you had to keep aggro off an npc who can die very easily.
I agree with the OP but would take it a step further by adding a quest line, relevant to the lore that forces you into a solo instance which requires you to know your class or else you fail (i.e healers need to keep npcs alive, tanks need to keep aggro off npcs, dps need to kill boss in a time limit, etc) and is a prerequisite to unlocking the raid content. SE if you are reading this, doing fates or fetch quests to unlock raids is not a good prerequisite. By using the solo instance test as a prerequisite test to get into the raid it stop people from selling carries since they can't enter the dungeon and filters out those who want to raid to those who don't.
An example of this would be like finding parts that drop from and A rank mark (that drop at a reasonable rate 30-50%) that needs to be crafted into keys (can be crafted by any lvl 50) that are required to unlock the solo instance that will in turn give you access to the Third Coil of Bahamut raid.
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