So, after a few years have passed since the Defiance Bar was added as a combat mechanic, i have often wondered, "would there ever be a tutorial for new players?"
I posed this question several times. I have been asked this question countless times when teaching new players how to play the game. We have the ability to dodge shown to us in certain areas of every starter zone out there. we have the ability to hover over our skills to reveal tooltips as a way of explaining how each skill works. Vet players will often teach new players how to use and make effective use of combos and finishers, and we have, when they were necessary, explained to new players what a defiance bar was, and what CC (crowd control, for those of you new) was used. With CC being a now more heavily used mechanic in all game modes, I feel that there legitimately needs to be a definitive tutorial to what CC actually is, how effective it can be, and... why it is necessary.
While I am not quite sure how a tutorial of sorts can show how to counter crowd control techniques in the competitive modes, I do, however, think I have an idea of how to teach new players how to break that defiance bar. it involves the starter zones, and what already exists in certain places in the zones: the champ fights.
aside from the invasions that happen from Joko's minions, there aren't many champs running around the starter zones, and for good reason. the average new player would have difficulty attempting to 1-man or even 2-man a champ in a fight. when it comes to the bandit champs in queensdale, the chance that the executioner spawns drastically reduces this possibility, as i have seen countless bodies hit the ground from an executioner, either by the players running away, or the executioner ending them quickly. Largely, this has to do with the fact that the champs are very strong, the legendaries even stronger, and it kind of puts the players in a position of needing a group effort to take them down. The champs have a defiance bar, and vets will likely run to the champ, break the bar, and make the fight easier. but during these fights, nothing is shown to the new player how that defiance bar could be broken by them.
here's my proposal.
somewhere, in the starter zones, there would be a champ that is not so powered up, but not so easy to defeat. it could be fenced off or in an area that a player would have to deliberately go to. an NPC would be nearby waving the player over to them upon approach. provided the player speak to the NPC, the NPC would warn the player about the danger of the champion, but offer a solution. if the player could, somehow, remove the champions defiance (we could call it a shield, if this was even possible), the player would have an easier time, and a reward would be given for their effort. to reduce the possibility of farming, the reward would be something simple, no higher than the recommended max level of the map, and possibly account bound on acquire (idk, make something up that makes sense here).
The new player would have to agree to the terms of the fight then enter the fight. this mechanic exists as it is used on a few hero challenges. the NPC could, if the player asks "how do i break this defiance bar(shield), explain that certain skills have the ability to (insert something such as pull push knockdown knockback stun daze confuse immbobilize or cripple) the champion, and that "surely the player might have such skills." what this does is 2 things: first, it causes the player to actually look at the tooltips to see what their skills do. if they find their skill can create CC of some sort, then they have the tools needed. if not "perhaps you will return when you do?"
regardless of how or when this happens, the player eventually succeeds in entering the fight. throughout the fight, there could be oppurtunities for the bar to reset (perhaps at 50%, let's make it easier) asking the player to break the bar (shield) again. the fight can either succeed or fail, and yes the player can be defeated. I say this because this should be a teaching moment, but it should also be a challenge. similar to the dodge tutorial where, if unsuccessful, spikes would come up causing knockback and possibly bleeding damage, the failed attempts would "thwap" the player for an unsuccessful attempt.
why this works: New players these days learn their skills as they obtain them. while it has been blatantly clear that auto attack skills can easily dispatch mobs in the starter zones this would actually be a way to enforce the need for the player to use other skills to make the challenge work and the CC skills taught. the player would gain a better knowledge of what their skills do, as well as obtain CC knowledge that, if retained, would overall benefit them in the long run, especially if they enter competitive modes. it is a way that not only rewardss the character for "hard work" but teaches them what they can and can not do.
but what if... the beginner's skills do not have CC attached to them? could they ask for help? yes! and this would encourage group play.
lemme know what you think. feel free to bash it. i already know that is gonna happen.
thanks in advance.