Giving You Crit for Dying: When is a Good Time?

Like any guild leader would, I posted Hamlet’s latest post on Raid Awareness on my guild forums. They’re all good lessons and solid pointers. It’s all anyone can really ask for from their guild. Most of the team already knows it but it doesn’t hurt to have a little reminder from time to time. Many things shouldn’t be said but we’re nearing the end of the expansion where newer players are returning who haven’t quite raided at a heroic level before and could benefit from the points that were listed.

One of our newer players brought up a solid point about failure and dying.

I’ve discussed it a little with people but it definitely feels as a newer raider that there’s a much greater emphasis on failure as an “app” or “new” person than some of the older ones.

And this is absolutely true. Leaders tend to put recruits under the microscope much more.

The other night, we were working on Heroic Sha of Pride. One of my veteran players was standing on their projection which is the correct play. However, they spotted a rift on the ground nearby and immediately went over to that before the projection detonated. Even though she didn’t cause a wipe, the raid healers immediately crapped their pants (or in this case, blew all the survival cooldowns at the same time to stabilize).

Here we have a player who has done the encounter many times and wiped with us when we were learning it on both normal and heroic. What happened was a simple brain fart.

I could have reprimanded that player easily. But what effect would it have had? They already knew the mistake and owned up to it right away after the encounter. It was a simple mechanics error that anyone could’ve made (y’know, except me). Would me berating them incessantly and in public absolutely prevent that from happening again from anyone? Probably not. I might mention it as a PSA reminder to everyone (“PROJECTIONS FIRST, EVERYTHING ELSE LATER”), but that’s all.

Now what happens when a new recruit screws up?

Here they are trying to make a good first impression. That they know their mechanics. They want to show that they belong and that they can roll with the team. Before we engage the boss, I say one thing to every new recruit.

I don’t give two crits about your DPS or your healing right now. For one, most of you don’t have your cloak or your meta. Or alternatively, you’re not as heroic geared as the rest of the team I have. Don’t even try to match them pound for pound. You really want to impress me? Don’t die. The single most important thing you can do on this fight is to survive. Do that job well and everything else will follow.

The players that we’re pulling in? Their experience usually ends up being exposed to flex raiding or some normal fights. Often times these are players who’ve wanted to make the jump to heroic raiding but were never in an organization that was capable or they’re returning players who’ve demonstrated what they could do in older expansions with those heroic encounters. Even Flex and Raid Finder mechanics are easily shruggable. What’s the point of dodging the crap that gets thrown your way or the fire on the ground if it just tickles?

That veteran player up there who made a mistake? She knows what she did wrong. The new recruit who came in who has never learned the normal mode or heroic mode mechanics with us? He may not know what he did. Maybe he’s never stacked enough pride to even reach the projections portion of the fight. That’s when I’ll step in and tell them what happened, what he did wrong, and how he can prevent that from happening again in the future. Players like to associate educating a player with giving player crap for screwing up. Eh, it’s more like attempting to correct their errors.

Why the public mumble reprimand in front of the 30 players listening and raiding versus the private tell?

  1. It’s a reminder: Maybe some other new recruit hadn’t seen it before and hadn’t died to it yet. With luck, I’ll have prevented another future wipe when the second recruit is aware of why and how the first recruit died.
  2. People can stop sending me tells: Seriously team, I don’t need ten whispers telling me that the recruit died because they goofed on something. By gently informing the player publically, it’s an indirect and subtle message to the rest of the raid that a) Yes, I know they screwed up and b) You can all stop messaging me now.

It loses effectiveness. I rarely lose my temper. Alumni and current raiders know this. I’ve been told that I should lose my cool a little more often. At the same time, I know that if I do that, it’ll lose the message I’m trying to convey and not be as effective. So I’ll try to save it for those times when I know it’ll be most beneficial to jump start the raid a little.

The same thing goes with player reprimands. Imagine if I gave crit to a player for every minor mistake they made. I don’t know about you, but I figure they’d get tired and exasperated pretty quickly and start tuning me out (Note that they already do because I’m blasting variations of Katy Perry or Beyonce when I’m talking). It would be the equivalent of the hockey coach losing the locker room. I think it’d also accelerate my own burnout with the game and raiding in general. But I also understand it when it seems like if nothing is said about a player error that it’s overlooked and swept under the rug. It does look like leniency.

This is where the old Ensidia Fails addon comes into play (and for some reason has stopped working from me). It spits out who stood in what or who screwed up for that attempt right after a wipe. Name on that list? You know what you did wrong. Name on that list because you stood in it to intentionally wipe faster? You know that too.

Let me ask you this. Do you play better when your raid leader gives you crap on a farm fight that you should already know? How about a progression fight? Under what circumstances would you prefer your raid leader directly hold you accountable? All the time? Some of the time? Never?

We’re Connected!

Another set of realm connections went out this week and Ner’zhul was attached to two other servers! Are they higher pop? Would they bring in more activity? Ner’zhul is one of the oldest WoW servers out there. At our peak, we used to be 3rd (or 4th) in terms of server progression back at the end of Sunwell and early Wrath. We’ve slowly been slipping away and are just shy of the top 15.

So who did we end up getting matched with?

Some server called Frostmourne apparently. A quick look up shows them being 6th with over 9000 progressed Alliance players compared to Ner’zhuls 1000+. That’s awesome! Our auction house is going to start kicking again! Alliance players won’t get rolled as much on Timeless Isle! There’s going to be PEOPLE aga-!

No Matt, it’s actually FrostMANE, not Frostmourne.

What? Oh.

It’s got 700 Alliance players and one decent 25 man progression guild Alliance side. I mean, it’s no Frostmourne but at least there’s another server that comes with it. Not one but two server merges!

Tortheldrin! It has an Alliance progression population of… 6! Zero 25 man raiding guilds!

Not that I’m complaining. Surely we can help these servers out a bit right? Have to admit, when I logged in, trade chat was more hilarious than usual. There’s Ner’zhulians and Frostmanes trying to welcome each other to their server.

Oh you Frostmane people are so cute. Welcome to the Ner’zhul show.

A side effect of the server merge seems to be that our time zone has changed. We’re no longer a pacific time zone server as we’ve shifted two hours in the future. We’re now a central time zone server. In addition, the server raid lockout reset! Another day of more bosses and loot from Immerseus to Shamans. There was a heroic Warforged healing trinket from Sha of Pride but I didn’t get it.

High command called a meeting after Tuesday night. We were going over the latest personnel reports. They called me in. My time as a mediocre shadow DPS player was done. The healing contingent needed reinforcing and it was getting harder to ask our dual specced DPS players to constantly switch to their healing spec when they were much more effective slinging Stormstrikes and Starfires. The reason I had gone Shadow in the first place was because I couldn’t run the raid and heal at the same time. Months ago, we elevated a new supreme commander to spearhead our raid so that’s no longer a problem. It’s time to shelve the Shadow gear and instill a sense of… Discipline back into the raid.

No drop of mana will be spared.

Cooldowns will be used.

Raiders will live but 15 seconds longer than they would otherwise.

Just long enough for us to kill the boss at least.

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Happy Belated New Year!

I remember 2013 like it was just a few weeks ago. I trust the holidays and the subsequent post holidays have been kind to everyone? My apologies for being radio silent. It’s been quite the busy few weeks for the guild and I. Prior to the holidays, we had only mustered 3 heroic kills in Siege. Entering next week, we’ll be at 7/14 heroic (while expecting an 8th on Monday). The holiday season is the second biggest offender when it comes to roster turnover (with school and early Fall being my first pick as the top time for players leaving).

Every so often, I still get emails and messages from people asking about the Matticast and what’s going on with it. Every time, I have to respond saying that there’s no chance it’s coming back. We had a good run but everyone involved has moved on. I myself miss the podcasting circuit but to be frank, I lack the technical skillsets to really pull it off. That doesn’t mean I’m not willing to participate though (but more on this later).

This last week I made an appearance on the Starting Zone in their Hearthstone episode.

On a personal front, I’ve just recently made the move out on my own! Scored a condo within the same city. I call it… the Matt-chelor pad (or the Mattcave for short).

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The view from my balcony. Vancouver’s being slowly enveloped in fog. Kinda Sleepy Hollow-esque (and I stopped watching that show after the 2nd episode because I was too scared).

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One of the first meals I made was a pizza in the oven. I uh, didn’t realize I could rearrange the toppings when they were still frozen. Ah well, I consider it a half pepperoni, half cheese pizza!

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My battlestation above.

I’m learning a ton of things now that I’m on my own. My own guild’s facepalmed at some of the questions they’ve heard from me so no way am I going to share that here!

Hearthstone

The first test season ended not too long ago. I managed to hit the fifth rank (no, not legendary). On top of that, they changed and nerfed several cards. That more or less neutered my mage and warlock decks. Right now I’m sitting at a paltry rank 15 and slowly working my way back up. There’s way more people playing now especially since Blizzard has opened the floodgates for everyone that has opted in.

World of Warcraft

Conquest has eliminated every boss in order from Immerseus to Dark Shamans on heroic mode. Looks like the holiday break didn’t take too much wind out of our sails. We lost a number of players but also gained a few. Oddly enough, my old raid leader back from Burning Crusade had returned to the game and wanted to raid again (several expansions later). Another friend from an old guild (which used to be the top guild on the server) also came back.

With those pickups and others, we’ve had to revise our recruiting standards a bit. Now we’re looking for players who have at least acquired their meta and soon we’ll be changing that to having legendary cloaks. We’re pushing into the second half of Siege which means less time farming and backtracking for all that stuff. If a recruit isn’t able to contribute right now, then they’re not going to see much action in raids since we need those cloak effects in there.

We’ll be working on General Nazgrim come Monday. Hoping to add another notch on the Conquest belt. Speaking of recruiting, we’re looking for DPS players for now and for Warlords (especially Warlocks, ret Paladins, and Death Knights).

The Raid Mechanics

Okay, let’s circle back to the podcasting bit for a moment. I mentioned that I wasn’t interested in the technical production side of things but I still love talking about the game. A while ago, I applied as a co-host for the Twizzcast.

Alas, I didn’t make the cut. He mentioned something about being overqualified, but I bet it’s most likely because I was Canadian (or Alliance). That’s okay though because it turns out he was working on a side project and felt that I was best suited for that.

It’s called the Raid Mechanics (on Twitch). You’ll find it soon on BlizzPro.TV.

In a nutshell, it’s a show devoted primarily for raiders who are just starting or who are already experienced. We’re not even going to try to target anyone at the server first level or higher because those guilds don’t need us. What we want to do here is provide a resource for players who tank, heal, or DPS and offer our insight along with tips to help them get through encounters easier. We do plan to touch upon the overarching strategy of each boss on both normal and heroic for 10s and 25s players.

One aspect of the Matticast I really missed was when all the hosts were just sitting around and talking about general guild and raid problems. I’m not referring to problems with the strategy, but more around philosophy and personnel management. This is something I’m hoping to get back into again on the Raid Mechanics show. For example, issues that come up related to recruiting, systems, or day-to-day guild stuff. I couldn’t get enough of it so expect to see some of that.

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The New Hearthstone Patch!

With the release of the new Hearthstone patch, the entire ranking system has been revamped. No more of this Masters 3 star business. No more seeing “I got to Masters 3 with an 85% win rate using [your class type here]”. With the previous system, it was entirely possible to grind to the very top by virtue of dogged resilience. You never lost rating even if you did lose matches! I just hit ranked 14 and it is a dog fight to climb to the top. Mages seem to be the hew flavour of the month. For every 5 mage decks, I play some other random class. It’s getting to the point where I need to put together an anti-mage deck.

In the business of Warcraft, Conquest continues to steadily progress. Heroic Sha of Pride fell to our arms. I was drafted to heal tonight since a few of our regular and backup healers weren’t around. I made the switch back to discipline from holy. It isn’t as much fun for me to play but I can’t deny the results either. We’ve started making pulls on heroic Galakras but if the first few pulls are any indication, it’s going to be an endurance race. We went up to 10 minutes before we were eventually overwhelmed.

Any heroic level healers looking for a raiding guild? I’m looking to pick up some non-priests since that would free me up and allow me to play shadow again. We’re about to enter the holiday stretch anyway.

Happy holidays, everyone!

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How does a 25 player guild handle Mythic raiding?

Ever since the announcement of BlizzCon with the revisions to raid, I’ve been asked countless times (both in guild and from players out of guild) what I was going to do.

Are we going to just stick to heroic raiding?

Are we going to have to make cuts for mythic?

What will our raid plans be since they’re all on separate lockouts now?

Before we get into that, I wanted to offer my thoughts on Mythic raiding in general. Suffice it to say, it was a long time coming. Back when SWTOR came out and there were players raiding, I felt that 16 players was a solid raid size. There weren’t that many people involved and it still captured the feelings of “epicness” when it comes to taking down monsters. Discussing it with my friends, I hoped that Blizzard would eventually make that jump down to 20 or 15. Little did I know, they did allow for that.

new-raid

The new Flex raid system that came out with patch 5.4 was simply the first step. You could have a 12 man raiding guild or a 17 player or whatever you wanted and the encounter would dynamically scale. 10 player guilds didn’t have to feel bad about benching their friends. 25 player guilds didn’t have to struggle when a player or two needed to take a night off. As far as I can tell, the reaction to Flex raiding was overwhelmingly positive.

This leads us to Warlords of Draenor and the new Mythic raiding difficulty level. Why did they decide on 20?

We chose to put Mythic at 20 largely for the function of raid design. One of the biggest issues we’re currently facing with 10-player Heroic raiding is that of raid composition. It’s impossible for every group to have every class, and often that means they’re lacking in certain tools, which in turn means that we can’t design encounters around those tools (or if we do, it becomes extremely frustrating for the 10-player Heroic guild that suddenly needs a Paladin for Hand of Protection).

We want to be able to use those sorts of mechanics again. Those of you who have been with us for a while might remember things like Mage tanks on High King Maulgar, or Priests using Mind Control on Instructor Razuvious. We want it to be okay when, say, the Paladin can use Hand of Protection to clear a dangerous debuff, because we can reasonably assume that most guilds will have at least one Paladin in their raid. We like it when someone gets to feel awesome and have a special task on a fight because of class abilities that otherwise wouldn’t get much use.

We can’t do that when we’re designing with a 10-player raid size in mind. We don’t think we’d be able to get away with it at 15 either. At 20, it becomes a lot more acceptable for us to say “you should probably bring a Mage to Spellsteal this.” And honestly, that’s just one example of the sort of encounter mechanics we can start to utilize in a larger group size.

I’d also call into question the statement of “It’s easier to drop people than it is to recruit them.” It’s technically true, yes — finding new raiders is harder than just not inviting the ones you have — but totally ignores the fact that cutting people from your roster often means losing people you like. Which feels better: making new friends, or telling your current ones that they don’t get to play with you any more? We’re already asking a lot of many 25-player Heroic groups to cut 5 people.

As I mentioned before, this was not a decision we came to lightly. It’s definitely going to be a very scary transition for a lot of people. We knew that when we made the decision. We just also feel quite strongly that, when the dust settles, we’ll be able to provide a better raiding experience for everyone.

Source

That highlighted selection is the problem I have on my hands. Granted, the expansion is still an extremely long time away. I understand that there’s a few 10 man guilds that are upset by this change going up. Maybe it’s server population reasons or that they just don’t like the idea of doubling their roster for mythic. For most normal mode raiding guilds, that’s not going to be a problem here since the heroic mode of Warlords still allows for that.  If Conquest was primarily a 10 man organization, I’d have no problems upscaling it. The problem is that we’re a 25 and I have to tell ~20% of my team that I have to rebalance the raid group and they’re not going to be on the starting lineup.

If there’s one thing I know about guild leaders though, is that they’re usually resilient. If they want something badly enough, they’ll find a way to make it happen.

Will Conquest just stick to heroic raiding?

No. During the opening week of the expansion, Mythic will not be available until the second week. We’ll start with heroic raiding first to get everyone acclimated. The first chance we get to duck into Mythic, we will. Our current plans are to fall back to Heroic raiding in the event of holiday weeks or extremely low attendance. The second option is to have a rotating bi-weekly schedule where we work on Heroic raids on week one, Mythic raids on week two (or get as far as we can). Gear is still important and we need to make sure every player has the tools that they need. The last option is we utilize Heroic raiding on the first two days of our schedule before switching to Mythic on the last day (or vice versa depending on our progression). It really is too soon to say because any number of things could change between now and the release of Warlords.

Bottom line? Both Heroic and Mythic will be on the table.

Are we going to have to make cuts for Mythic?

Yes. It’s math, right? We’re raiding 25s right now but we’ll have to eventually rebalance and downsize. I told everyone in guild to not worry about as much that we had months to go before the expansion.

The truth is that I’m already evaluating players between now and then. Based on what? Oh you know, the usual fare like DPS or other performance metrics. There’s also a secret Matt tolerance factor. Is that person fun to raid with or are they just downright annoying? Do they increase my rage meter? We’ll see what happens! There’s still a long way to go! Maybe I’ll do a secret Hunger games style thing.

Anyway, those are my thoughts on Mythic raiding. I’ve handled the transition from 40 to 25 before. I’m no stranger to making the jump in raid sizes if I have to. The players who don’t end up being on my protected list won’t be ejected out or anything. There’s still Heroic mode raiding to do plus there’s all sorts of other activities to participate in-game with. I have no plans to outright punt anyone outside of the guild. Some of our longer term players were surprised to find that their characters were still sporting our guild tag. I guess they expected me to have kicked them out at some point due to inactivity. Of course, I told them that I would never do that because I knew that one day they’d return.

In reality, I’m actually that lazy.

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