First of to not cause confusion, this is not a mechanic in Wildstar or at least not to my knowing. In other thread, being derailed from its original subject a question was asked, "how do you measure people effectively?" We know we can measure raw output from a dps class and that's basically it. Sure we can measure how much damage a tank actually takes but does that number say anything, same for healing we can measure the raw output in hps or hpm or absorbs, you get the point but what does that actually tell us regards if the player is ready or not for a difficulty step up? Well, nothing, zilch, nadda, zip and in a lot of mmo's this is a problem. Why? Well we expect people to know certain basics they never had to use while leveling or doing "starter/normal" mode dungeons. And when those expectations aren't met well not so fun scenarios happen for both the person and the group cause we all know how forgiving and understanding people are online, right and that's not something that will change. So you can say to simply make content that hard from the start, a sort of "adapt or leave" learning curve. What let us be realistic here, will never happen for plethora of reasons and in my personal opinion is bad for growth in your game, dropping people in the deep end without some sort of safety net isn't good for a game concept build around having plenty others around you. (do not confuse with "wants to make game so easy that it can be played, while eating and drinking and playing blindfolded at the same time" or "oh my god die you casual lobbyist!") So to measure a player we cannot do it by meters or arbitrary numbers (hello gearscore!) We can however put a player up against a challenge on their own to test if they are in fact ready or not. So what i suggest is to take a look at what another game did, As some of you who have played it might have guessed already, i'm talking about Funcom's The Secret World, The gatekeeper mechanic. (ps: might have been used in a mmo before that, never experienced it elsewhere hence this reference point) In short, the gatekeeper is a single player boss mob that determines if you are ready for your role (Tank, dps or healer) to participate in Nightmare mode dungeons. What is the final step before raids. here is the link to the mechanic in question with a video of each type, for those reluctant to visit IGN here as a quick summary. Each fight exist out of three phases, They all differ from each other, you can not do them in a group, you need to unlock them once but have to do them for each role you wish to unlock separately. For a DPS, First gear check / rotation check dps wise. Second, offensive dispelling at the right time. Third, kiting an add while dpsing the boss, add cannot be soaked it one shots you. During all of that drops bad stuff on the ground. For a Tank, Protect the companion. Second, interrupt / use a CC to avoid the one shot hit. Third pick up adds. Boss hits companion even if only once you die. Adds kill companion you die. During all of that the boss has a frontal cone effect you need to dodge and don't let your companion get hit by it either. For a healer, Keep companion alive. second, keep companion and yourself alive while dispelling several effects of you. Third, Heal multiple companions, which of some tanks, some dps, some dps standing in fire. And again as with the DPS version shrinks space you can stand on by having permanent bad circles and others he drops constantly on you. For me the concept is sound, we can argue that it's not fully possible as in this form as we are working with classes and not a free form skill system as in the TSW so not all dps will have a dispel for example. However i find this an interesting concept and something i would fully support the addition of in this game. Yes, it won't suddenly make all difference in skill level between players go away So if you manage to read all this, congrats! I would like to hear your opinions on it, point out flaws or simply say if you like it or go away acid with your crazy suggestion!