Patch 13 has brought a fresh and honestly much-needed injection of new blood into our game’s community. We may complain about unready newbies diving into Auric games and blowing up poxbursters in our faces and whatnot, but in the long run, as these players (hopefully) get better, whatever frustrations we feel now will likely be worth it.
However…
It’s also true that -tide games have a very high skill ceiling compared to a lot of other games out there, and it’s also true that -tide game combat systems are unique. Just because you can 360 no scope on CoD doesn’t mean you know how to properly prioritize taggable enemies or dodge-dange a horde, and frankly a lot of gameplay elements are unintuitive (why is pushing a suicide bomber who’s jumping at you the best way to deal with one?). I am all in favor of newer players trying out higher difficulties, but I also would like for the devs to help ease those newer players into more advanced gameplay concepts. I’d like for the game to more organically get newer players ready to move beyond Difficulty 2 and 3.
While some additions to the Psykanium’s tutorials wouldn’t hurt, I also don’t think you need to stick every little advanced gameplay element into a tutorial, either. For one thing, creating tutorials takes a good amount of dev labor and time. For another, forcing newer players to slog through tons of long-winded tutorials wouldn’t be very effective.
I feel like maybe an advanced tutorial, where a player is given a horde-clearing weapon (a catachan sword, or a Mk3 cleaver) and has to kill 20 poxwalkers in the Psykanium without taking any health damage (toughness damage is ok), plus some tips about weaving dodges, pushes, and push attacks into your combos, might be a good start. We could also have penances that push players towards good gameplay elements, like “kill 50 poxbursters by pushing them [for this nice hat]” or “rescue 50 teammates who have been netted by a Trapper [for this nice pair of boots]”, etc.
I very much appreciate members of the community stepping up to make video tutorials on advanced game concepts, but in an ideal world we shouldn’t need to have such things, and I’m not sure if a lot of players will bother to look at those videos either. That’s why I think better in-game tools to teach newer players and help them more smoothly transition into playing higher difficulties would be win-win for newbies and veteran players alike.
And no, I don’t think gating higher difficulties behind levels and/or gear score will really solve the problem. Many players will play hundreds of hours without really learning more advanced concepts, and levels/gear score requirements simply make reaching those higher difficulties more inconvenient.