This started out as a reply to @FatsharkLev in a different thread, but it got long and probably needs its own thread.
May not be worth it now, but what do y’all think about a trainer system to help players learn mechanics recruit through champion don’t require or a pseudo challenge to get more players looking closer at how mechanics work so they can ascend the difficulties?
Micro challenges, like the Rune Stones in Doom 2016. Could frame it as speaking to Olesya puts you in a training arena to do something class specific.
1st ex: Class specific challenges.
Huntsman with only one bullet, no access to talents, predetermined gear, has to range kill a certain amount of Stormvermin/Shielded Vermin and a Chaos Warrior. This teaches ammo conservation, accuracy, and handgun’s strengths and weaknesses.
Handmaiden with a concentration potion has to res 3 downed bots while under pressure. A time limit can be added to reveal how that class also synergizes with the Revive Speed property.
Ironbreaker with a shield and a lone cliff has to aggro and kill a patrol in under a minute.
2nd ex: a challenge or challenges to teach how power vs work.
Stagger a Chaos Warrior out of an Overhead Attack on Legend/Cataclysm. Footknight and Unchained can do it that i remember. With Footknight you can put a message “You need more power” to get the player thinking about power versus and then talents. With Unchained you’d have to specify which ult talent first and then message advising more power until the player learns.
Other ways to teach breakpoints could be having Witch Hunter Captain breaking the guard of a shieldvermin and killing them with a single headshot charged attack (crit disabled).
3rd ex: probably the meanest one, but a challenge or series of challenges to force players to survive and dodge dance enemies, mixed hordes, bosses, and disablers. Go the extra mile of cruelty by forcing them to be slow characters with a shield. If I can use an anecdote as an example, Fortunes of War has a plethora of obstacles that can spell death for the situationally unaware, but those same obstacles make an obstacle course you can actually run through and avoid a pack of Chaos Warriors forever without having to block often by exploiting their pathing.
4th ex: Challenges to teach really niche and esoteric mechanics within the game or item management.
The biggest cons I can think of, besides being time consuming to make, is that literally all of these depend on the current game mechanics never changing, which was exactly what happened in patch 1.4 and again in patch 2.0.