Read moreI think gamer terminology has blended a lot over the years since I've seen the two different definitions and they can both have an argument for the correct usage.
Choice A: "The minimum threshold of skill needed to be effective with a god." The lower the floor the easier it is to use. This is a player-centric definition and was popularized by League of Legends. It's somewhat vague as skill needed to be "effective" is not easy to quantify. In this example Discorida passive has the lowest possible skill floor because you just get it with no effort from the player at all. Poseidon passive would have a higher skill floor and takes more skill to manage. But then this raises questions as to "what is effective play?" Neith is one of the easiest Hunters to play but at what point does she become effective??
Choice B: "The lowest effectiveness a God can have." "The higher the skill floor the more effective a character is at the start." This was the original term and is chara...
great answer, frost! i think the most important thing would be to try to quantify this - we can discuss all day but what really "defines" skill floor to me is how you measure it
so either
- how low MMR / low lvl can a player be and still achieve 50% winrate on a god?
- the god with the lowest MMR / Lvl players hitting 50% would have the lowest skill floor
Or
- for each god - across all players - how do they perform on their first time playing the god
- so we assume everyone is equally bad at the god when theyve never tried - and the god with the highest winrate across all players in this category would have the lowest skill floor.
You could certainly apply other definitions to it, you dont NEED data - maybe this concept is better used as a form of measuring player experience/feeling instead of as a hard stat?