The problem I have with the gear check idea being implemented into the Gatekeeper is that while it may offer minor benefits to PUGs, it is detrimental to premades that have experienced players capable of coordinating with less than optimal gear for the dungeon. Sometimes this coordination can require setups that differ from what the Gatekeeper trial expects of the particular role, making it overall detrimental to how the players plan to prepare for it. An awareness check can be fine, but unless the Gatekeeper utilizes every mechanic that the dungeon will present, it does not really amount to that much since the basics are something the players should have already been encountering throughout the game. This all may not be as much of an issue in a classless game like TSW, but it could pose more serious issues in a holy trinity MMORPG. This can heavily depend on the Gatekeeper mechanics compared to dungeon mechanics as well as how threat management is handled by the game. There are a lot of variables here that the developers would have to factor into the Gatekeeper that could make it more of a hassle than it's worth. Just because the tank is able to hold the Gatekeeper aggro while allied with artificial dummies does not necessarily mean the player has enough threat generation to handle it at a reasonable pace with a qualified team. Likewise, just because the tank is not able to hold enough aggro against the Gatekeeper in a solo scenario does not mean the tank is not properly built for a planned premade situation. I've seen tanks in many games that are built so heavily for defense that they have sacrificed all offense, making them nearly incapable of holding aggro at a reasonable pace against even a moderate DPS/Healer. While this would be the player's fault in a case where the party needed them to be pulling higher aggro, this tank could be perfectly viable for niche roles in a premade group (such as pinning down a powerful boss add so the party can focus elsewhere or otherwise solo off-tanking specific mobs), but would be incapable of joining due to not having a proper gear build to down the Gatekeeper. I also find it difficult to believe that a DPS would not know that they have to dodge out of red circles, but they still far too often allow themselves to get hit in order to maintain their leet deeps. I also understand that the option of adjusting can allow players to more easily adjust, but this can be a major issue if the player does not get access to every power that their class offers. If a player has limited power selection options yet they have to be able to perform certain actions that are not considered viable by the meta then this can hinder a player's build more than it helps. The developers would have to be keeping a close eye on the game's meta as well as constantly adjusting the Gatekeeper to adhere to it otherwise they could be hindering perfectly viable builds. Having to actively dispel in a single encounter does not necessarily give the player know-how that they will hold onto indefinitely. Players have to actively dodge red circles during their entire character progression yet many people are still terribad at it months later. As the example that Miatog pointed out above, Healers in TSW were expected to cleanse in their Gatekeeper trial, yet if they were actively cleansing in the actual dungeons then they were doing it wrong. Likewise, DPS were not expected to cleanse in their trial, yet in the meta they were expected to do so. This forced Healers to grab powers they did not need as well as allowing DPS to enter into the dungeons without powers that were expected of them. This can be quite detrimental to the meta as players are stepping in bass ackwards since players assigned roles differently than the Gatekeeper's trials intended. I understand this, but I still consider it part of what makes the Gatekeeper less than useful. Players are already expected to play through a lot of content before reaching raids, therefore they are already expected to have encountered a lot of content as well as a diverse amount of game mechanics. Despite this, they still often times run around like chickens with their heads cut off when they encounter new mechanics. While players may have to learn how to bypass the Gatekeeper, they're not going to do so in any way that differs from their typical means of handling difficult encounters, making the Gatekeeper seem slightly more trivial in the presence of other varying content. While I understand that they can introduce specific gear and awareness tests that may not be present in a standard tutorial, such things can be highly detrimental to premades as well as build varieties due to specific requirements for entry. I'm aware of TSW examples, but I'm also aware that the Gatekeeper in TSW presents its own inherent issues. While Wildstar has a similar setup with being able to swap abilities around, the ability to swap around is much more limited by class selection and can potentially be further restricted by limited power options and the availability of respecs. Requiring specific powers and/or gear stats to complete a single trial for raid entry can be detrimental towards build variety as well as being much more limiting to the meta game than is necessary.