Quote Originally Posted by Garlyle View Post
One of the things to note is that a lot of mechanics simply couldn't be done solo. Take Devour in T6 as an example - that's something that you have to understand how it works and be coordinated with your team - if you go in single player with no allies you'd literally never learn anything except that every once in a while the boss eats you, stuns you, and throws you out. To also borrow T6, look at Thorny Vines, etc.

These can't be done simply via "go into the fight with infinite HP".

SE is finding ways to teach players more complex mechanics though - largely by having similar but far less dangerous variations (See WoD's Atomos for the aforementioned Devour!). They'll never be able to teach the full 'method' for more complex fights though, because that's something that is developped by players. And yeah, there's absolutely a lot more that can be done to teach players just generally How To Not Suck At The Game... but simply doing a "go in face first on your own" doesn't teach a lot of the fights that require actual learning.
Thank you for the feedback. I agree with what you are saying. The simplicity of my idea is not teach anyone anything, but only to give them exposure.

This idea is not an idea to restructure any tutorials (guildheists), as it would be implausible to try and do so for every encounter.

The idea would result in something like this in Garuda EX: "Okay, so what exactly does the spiny do?" Then the group could go about figuring it out on their own and/or give an explanation that isn't detail intensive.

The idea is also designed with minimal effort from SE in mind. They could design a tutorial for every single dungeon and encounter, but I think we can agree that is very unlikely. This idea would achieve much with little effort.

Thanks to all for reading, +1s