Now I went through the New Player Experience and as a former Student of Education i am a bit confused.
Guild Wars 2 used several system who worked in synergy with each other to provide a very open leveling and explorative experience, in which players were able to use several ways from the beginning of the game to reach their own goals.
On an educational level some of these changes are not very thought out.
1. Gating Skills behind a arbitary level
1.1 Weapon Skills
The old system worked by using the weapon on several enemies. The more you used the weapon, the “stronger” it got, by unlocking new abilities.
This is a system that has been used in several other games over the years and is usually regarded as very intuitiv, since it mimics a real life learning process.
The new system changed that in favour of a linear unlock system. At level X you have that many weapon skills unlocked.
What sounds pretty straight forward comes with the downside that is not allows the player to familiarise himself with the weapon.
If the player decides to stick with one weapon he will still unlock all other weapon skills after level X, even if he never touched the other weapons before.
While this sounds very comfortable (not having to grind to unlock skills, but seriously, It never felt like a grind, except for maybe underwater weapons, which also was very quick), the downside is that it does not ends the problem the “gating” tried to solve.
All the change did was make an existing problem worse. Players might still not have a full grasp on the weapon skills after this change, because some of these skills might just be there suddenly, while the old version used the intuitive way to introduce them.
1.2. Gating skills even further
In the old system, as soon as you got the skillpoints, you could buy the skills. You got them at Level X, so you could get familiar with the weapon and healing skill first and they were tiered, so you could learn some simpler first and the more special or powerful later.
This system was very open, because from the start you had a choice when and how you will spend your points.
While some slots will unlock a bit later, to provide a a sense of progression, you could still look at all the skills and plan your purchases beforehand.
The feature patch however pushed that further back, with skillchalenges only available after level X and gating the most powerfull skills (elite) way back to level 40, the half way mark.
The question here is. If the normal system, which was pretty open and still had some gating in it was too complex for new players, how does pushing it back further change the complexity?
The complexity does not go away, it is only delayed. In fact the gating and delay is mostly confusing, because even if you do not get send to characters like skilltrainers, you will still see them in the world with their nice blue triangle on top and be confused to whats their point is.
If the goal was to slowly give players access to new gameplay mechanics, so they can occupy themselves with others first, is not working then, because these things are still visible in the world and their own hero menu.
Even if you do not give it to them, they will stumble upon these things and think about them. The supposed confusion will be there, no matter what.
What would help is a proper tutorial and no gating.