Tough Call: Handling the Churn

Note: Read the following italicized text in this voice.

In a world where bosses just don’t down themselves…

Cataclysm is crushing the souls of poor performers and now everyone is recruiting…

Top 100 US Guilds are looking for more players for this tier still….

Middle-of-the-Road Guilds are doing hard modes and need stronger players to progress…

Guilds that a year ago would have disbanded and now downshifting to 10-mans and are still recruiting to have a reliable 10…

All of this amounts to lots of homes and very few buyers with available credit. You may have never gotten that Guild House that you asked for at every Developer Q&A, but we sure are getting an equivalent to the housing-crunch. 

This month I’ve had conversations with multiple GM’s, recruiters and available raiders. Everyone agrees that the market for available raiders is shrinking as guilds stall out, disband, or stop fielding successful raid teams. On my server there used to be about 40+ functional 25-man raid teams during ICC. Last night I checked WoWProgress and there are only five 25-mans left (Edit: Many of the ones listed have become inactive or switched to 10s). Lots of teams shifted to 10-mans in January & February, largely because of less-dedicated raiders leaving the pool. It was easier for them to shift to 10-mans and keep their identity & guild perks. Even so, several guilds folded entirely as their best players gave up the ghost and left for Top 100 squads, and the remainders are scrambling.

This is called the Churn and it is an unavoidable fact of life in Cataclysm. 

churn

So where does this leave you and your team?

Between now and the next tier of raiding, a lot of your performance as a leader will be judged upon how well you handle the churn.

To be certain, even if you’ve decided to go the route of 10-man raiding instead of 25, attendance and turnover issues are still part of the territory. I’ve yet to speak to a “close-knit 10-man” that doesn’t have some issue with either cancelling raids due to sign-outs, or trouble balancing bench players who may be brought in only occasionally.

Of course, no matter what size your raid is, the best way to handle the Churn is to stay one step ahead of it.  The steps below, in no particular order, should help you stay well informed and ready to act appropriately.

Things you can do for the team

  1. Know your team.  Know when they are approaching burn-out and make adjustments to help them de-stress before they give up the raiding game.
  2. Know your weaknesses.  Cata raids are harder; that’s a fact.  Eventually you will have to make either a personnel decision or a social one. Are you willing to replace the weak-link, even if it means bringing in an “outsider”, or are you willing to get the rest of your team to be satisfied with stalled progression for the sake of not changing your roster?  Are you willing to make concessions to keep that irreplaceable clutch player satisfied?  Are parts of your team not on the same page?
  3. Know your strengths.  You’ll be under pressure to pull off a raid team that not only survives the churn, but gets better and downs more bosses each week.  Don’t let the pressure make you try to act outside your leadership style.  If you’ve built a successful team, your leadership style must be working thus far (unless it’s the Sheerluck Holmes style, of course) but make sure that acting on your terms doesn’t mean ignoring future problems, because that’s how you get pushed into a corner.  
  4. Act fast!  Machiavelli teaches us that to delay war only serves to aide your enemy.  In less aggressive terms, one could say “a stitch in time saves nine”. Handle problems quickly and definitively.  When operating in a world of scares resources, you cannot afford to let problems fester and spread. 

Things you can do for the team you want

  1. Promote, promote, promote.  Make everyone on your realm aware of your guild, because you never know when another team will call it quits and their good players will be looking for a new home.  There is no benefit to being an unknown or understated guild.  Be proud of your team’s accomplishments; success breeds success.  Guilds that look stable, welcoming, efficient and knowledgeable will all appear attractive to raiders who want to get on a new team and not stop raiding.  In business we learn that every interaction is a step towards your next sale, the same holds true here.
  2. Recruit early and often.  Be honest about how soon and how often new recruits will have a shot at raid time, but don’t think that just because you don’t need them today, that you won’t be glad you have them tomorrow. I can speak from experience that if you stop recruiting for even a fortnight, you will regret it. Once the apps dry up, you start losing flexibility and start losing ground on the war of attrition.
  3. Be in touch with other leaders on your realm.  While you may consider them your competition, they can also be a good source of info, and potentially a future teammate. With the number of guilds imploding, merging, or breaking up and reforming as “super-guilds”, it’s better to be aware of the goings on than to be the guy who’s wondering why he just missed out on potential recruits and/or lost a few of his own guys.  
  4. Have a plan, even if it’s one you never want to use.  During Wrath, the rule was that you’d lose about 30% of your members (and the gear you’ve given them) from the start of one tier to the start of the next.  Due to the spike in difficulty for entry-level raiding, we’ve yet to get a good idea what this loss-percentage will be in Cata, but I’m certain it will be well higher than 30%.  Therefore, while we all may prefer to raid with the same team for the next year, as a leader you must have a plan of action for the day you find yourself with a dwindling roster.

In the end, the roster you will have the night 4.2 drops is almost certainly not the roster you had on December 7th.  The same thing will happen again between 4.2 and 4.3, only this time you can be ready for it, and hopefully be the one controlling the changes.  

A Letter from a Level 25 Guild Leader

First, I just want to say to my Chicago readers that you should be extremely proud of your team. They’re going to be an awesome hockey franchise for years to come. And oh my god did they give me the biggest scare of my life.

Anyway…

I found this letter linked on Reddit the other day. It’s one of the side effects of the new guild leveling and perks system in WoW.

Dear Plebs,

If you’re here, and raging, it’s probably because you just realized you were gkicked. I’ve already deleted all your forum accounts, and removed all your boards. There’s nowhere you can post or vent so please, just read this.

For the most part this was an awkward experiment we never intended to go as far as it did. I jokingly recruited a few people out of trade chat, gave them ginvite power, and this thing for the most part grew itself. With it was the nice realization that our 10m raid crew could push levels faster and not have to farm heroics every day, so we let it ride. We figured it was a nice give and take, you guys got the best perks available and we got our XP cap every day. To be honest we mostly let it go because we thought cash flow was going to be awesome, but it turns out you guys were collectively pretty sh*tty at farming gold. (Over the last 5 months we’ve made about 14k off of a roster of 900+ people). But the XP was flowing, life was easy, and this was a nicely self-sustaining little eco-system that we just sat back and watched grow.

Unfortunately what accompanied this was an alarming number of less desirable members. Guild chat was basically useless, there were too many idiots to even try to manage, and for the most part nobody wanted to do anything. We gave you forums. We gave you vent. We gave you calendar events. We left GMOTD’s saying “come sign up on the forums for X event!” and 2-3 people would do it. We tried to coax some of the more promising members into leadership roles, we gave them an entire section of the forums with spelled out raid strats, pvp discussion, and more.

We tried. We really did try.

What we got was a whole lot of nothing but people bitching that we wouldn’t buy their epic flying, or pay their repair bills, or let them have potions out of the bank. People whining that we never carried them in our main raids, or that we didn’t run them through heroics or lower level dungeons. We got a million stupid questions a day about how to spec or what stats are good for X class. We got the few people we thought were worth keeping making a mess out of the little power we gave them. Promotions / Demotions were fucked around enormously, guild MOTD and notes were all ruined, and gchat just eventually became a giant sea from which all the idiots could troll.

When we hit 25 I kicked everyone that was inactive. I gave you all a few weeks after I cleaned out the roster to see if you would actually do anything other than occupy space in the guild pane and badger the bejesus out of us with stupid f*cking tells. I gave you your time to finish reps, buy heirlooms, get what you needed, and get out. The time has come, and now, the ride has come to an end.

That’s not to say you’re all bad, or useless, but let’s be honest; any of you worth a sh*t shouldn’t be in this guild anyway because the reality of it is that we’re never going to do anything but 10m raiding. We have no spots for you. We have no spots in an alt raid for you. We have nothing to offer you but a backup spot on a roster of people that don’t ever miss raids. It probably seems like a dick move to kick you, but in the long run we’re doing you a favor.

So, to all of you, thanks for what you did, we hope you enjoyed the perks while they lasted, but we’re ready to have our nice quiet, mellow guild chat back. Enjoy the heirlooms, enjoy the mounts, enjoy the recipes, and I hope you enjoyed the ride. I can definitely say it was at least, interesting, for me.

I sympathize with what the GM went through. The guy tried to help create a cohesive ecosystem  out of chaos but ultimately wasn’t able to pull it off. It virtually polluted the guild and he got frustrated with everything before dropping the reset button. It sucks putting time and effort in, just to get stomped on or disregarded.

At the same time, I can’t help but imagine if there were a few productive members in that pool. If the GM had been open from the start stating that they were going to be utilized in power leveling the guild to 25 and in exchange those members could purchase whatever rewards they wanted heirloom  wise, would that disclosure have made a difference? I can’t help but wonder if the situation could have been salvaged. What if incoming players were more thoroughly filtered? 

I still think the design of the guild leveling and perks system was a good decision for WoW.

There are always going to be guilds that will abuse the system and the players. That isn’t the fault of the system though. There is much more “power” to the GM’s position and that of the leadership. When there were no guild levels or perks, guilds were nothing more than organized geeks. But now, not only can a GM wipe away membership they can also remove a member’s access to powerful bonuses and items.

On a side note, we discussed player satisfaction and guild leaving in  Episode 16 of the Matticast. If you’re torn between leaving your guild for personal progressions, listen to our thoughts on the matter.

3 Questions to Ask After a Recruit’s Trial Period Ends

In a recent episode of the Matticast, one of the topics we discussed was what guilds look for in applications. Once a player gets accepted, they typically undergo a trial process. The period could range anywhere from days to weeks. An application is a start, but it’s during this evaluation period where the recruit’s skill and attitude are truly scrutinized.

The questions vary from guild to guild, but there are 3 big ones that cross my mind.

can-they

We’re looking for the technical players. Can we count on recruits to execute? In Cataclysm raids, we want players who can easily understand and respond to the different challenges with minimal hand holding. For Conquest, things like DPS rotations are foundations that are expected before applying. If I give a Rogue a spell or an ability, I expect them to shut it down when paired up with another player. If I give tank healers their assignment, I expect tanks to survive through the worst. It shouldn’t take more than an attempt or two to stay out of fires, dodge discs or deal with any easily avoidable mechanics.

Because if a recruit can’t handle that, then we’re not the guild for them.

will-they

The nature of boss fights means there will be players who have to do the crappy job. No one really wants take on these responsibilities because they’re either:

  • Boring
  • Crappy
  • High stress

These are the roles that won’t get you the girl, but it is a necessity all the same.

Taking one for the team and volunteering for these will amplify your value. The guy who says yes to doing the hard stuff looks better. It’s one thing if you can’t actually do your job because your class or setup prevents you  from doing so. But not doing interrupts or dispels because you don’t want to and making the raid jump through hoops is a frustrating experience for leaders because we need to come up with a functional setup that might not be optimal for what we’re doing.

That’s just selfish. It might end up being the reason you get passed over for future raid invites.

Normally, I’m the guy that tackles the dispels . But it’s reassuring to know that another player or two in the raid is both able and willing to tackle the high stress jobs in the event I’m not around.

Especially with playoffs starting today. Go Canucks go!

they-fit

This is actually something more along the lines of what Kat would say. Although she is the more warm and fuzzy hosts on the Matticast, I would have to back her sentiments on this one (but don’t tell her I said that, I have an image to maintain). While the aforementioned skills and willingness to do the dirty work are important, at the end of the day if recruits aren’t fitting in with the guild, then they need to get cut loose. Not every guild is right for every player. It’s easy for guilds to say yes, you’re in. It is much harder for guilds to say no, you didn’t make the cut especially after a breakout performance. Being able to recognize players who don’t fit in and acting on it swiftly will save you grief in the long run.

It was a difficult lesson for me to learn during the first year of Conquest. I had to make several compromises. I either found a way to work with troubling recruits or we didn’t raid. It took every ounce of diplomacy to maintain an uneasy peace. The two week grace period we have going lets me check out players and see if they fit in both in the raid and outside the raid. I might even join up with them in PuGs or other activities and see how they react to the banter in guild chat. I actually booted a really creepy player a few months ago because he made several members in the guild uncomfortable. But that’s a story for another time.

If you happen to recruit a player who answers positively to all of the above questions, then the odds are in your favour that they’ll be an excellent addition to your guild.

New Appreciation for Potion of Concentration

I’ve started using Potion of Concentration on some of the more difficult fights more out of necessity than anything else. That additional ~10000 compared to the standard issue mana potions offer a sizeable advantage. The catch is that you need to find a time during the encounter where you can spare the time. Although you can interrupt it anytime, don’t do it. Maximize the gain. There were times where I’ve cheated and took a tick or two of needless damage to squeeze out as much drops as I can out of these potions.

Heroic Magmaw? Any of the head phases.

Heroic Maloriakk? I use it during the first part of any Dark phase.

Nef? Once I’m on a pillar.

Cho’gall? Any part where there is no abomination  (Or whatever its called) up.

I’m not sure if I can find a spot for it consistently on other bosses. I’ve only recently started using it. It’s going to take a bit of trial and error until I find the perfect sweet spot on encounters like heroic Chimaeron, Atramedes, and Theraliona. 

Also, ding guild level 25! It took us about 4 months but we did it!

Tough Call: Fighting Progression Frustration

Image courtesy of leonardobc

This week the crew has been hitting our heads against a progression boss, and the talk around the campfire has a decided air of frustration to it. As a leader, you need to be aware of your team’s motivation levels when tackling new challenges. Encounters surpassing your raid team’s ability level can often turn frustration into futility.

But how do does a raid leader handle this precisely?

The same way we handle any problem – with planning and execution.  Sun Tzu, who probably would have been a Vodka/Paragon level raid leader, teaches us:

“The general who wins the battle makes many calculations in his temple before the battle is fought. The general who loses makes but few calculations beforehand.”

It sounds simple, and when you’re doing it well, it really is simple.  Knowing what needs to be done ahead of time and adjusting as you go along are the two key ingredients to successful raid progression no matter the size of the raid or the strategy being used.

Below are a few points I recommend keeping in mind when your raid team is approaching difficult content:

Planning For Raid Progression

  • Read, understand and analyze the intended boss strategies as dictated by your raid leaders well in advance of attempting the fight. This allows you to see mistakes as well as make changes easily.
  • Be honest with yourself about the capabilities of your team. Have an idea where your weaknesses and strengths lie. This could be include aspects ranging from movement, DPS, healer skill or people with high raid awareness.
  • Know when to call a wipe and when to extend an attempt to see the next phase. Part of your team being dead might still allow the rest of the raid to practice key mechanics of the fight.
  • Experimentation is good. Figure out what works and what doesn’t when you deviate from a typical boss strategy. It might just be easier for your team.
  • Ensure your team is on the same page. Present a united and focused front for your troops to follow.

Sometimes, though, even our best-laid plans… well, you know what happens.  So the question becomes, what next?  What do I do when my team is getting weary, my strategies are in question, and I need a win quickly?

First of all, do not ditch your plan just because it isn’t working.  A strategy can fall apart in a lot of places. It may be execution, it may be a certain raid composition due to attendance; it could be any number of factors.  Find out where the strategy is failing and decide which elements you can change.  Can you swap personnel?  Slight positioning adjustment?  Time your cooldowns better (this is often a fix in Cataclysm raiding)?
Whether your plan needs a complete overhaul or just some minor adjustments, it is still crucial to address the frustration of your raiders and regroup.

  • Do not avoid the tough conversations. When your members bring up their gripes, listen to them. Answer appropriately.
  • Know the difference between toxic negativity and someone just blowing off steam. Sometimes people just need to vent. However, there is line between getting out some frustration and poisoning the morale of your squad.
  • Give responses that are logical and concise. You need to lay out for your team exactly what you’re doing, why you’re doing it that way,  and why you don’t think it can be done in an alternative way.  The more details, the better.
  • Accept suggestions and give them their due consideration. After all, if the 9 or 24 other people in your raid aren’t intelligent enough to help you with their observations, then you probably shouldn’t be raiding. Applaud valuable and constructive criticism from your raid.
  • Kill the boss and go out for beer!

Remember, the future is brighter.  Your raid will down this boss and will continue downing bosses. Success breeds further success.  Get out there and prove you’re all winners.


Reader Question

Last week, regarding my post on Real Officer Set-Ups, Kalette asked:

“Do you have any comments on how to incorporate this into a 10 man guild with two separate 10 man teams?”

Recently I had a conversation with Matticus about different ways guilds could operate more than one progression-oriented raid team within the same guild. (See Matt’s post here for his thoughts.) My feeling on the idea is that when you’re setting up policies for your guild, (attendance, loot, recruiting, critique, etc) they should apply to everyone playing that portion of the game, not just your raid team.

Clearly each raid needs their own raid leader, both of whom will need to be equally trusted by the GM, and trusted to work alone, because at least one of them will likely be raiding in without you overseeing them.

Beyond that, I think you could pull off a two 10-man raid guild with the same positions mentioned before.  You may have to get creative about which officer raids with which team, but in theory your role officers could oversee recruiting, critique and mentoring for every raider under their domain.  Since we’re talking about smaller numbers, they would each be responsible for roughly the same amount of players as they would in a healthy 25-man team, they would probably just need to be better at analyzing WoL logs parses since they can’t see everyone first hand.

Another approach is to combine a few roles, and have those role leaders cooperate with each other.  Tanks and melee DPS can easily be combined, and you could put ranged DPS and healing in a group together.  Then each 10-man raid would have one officer over each of those pairs.  Outside of raid, you may naturally specialize and have one ranged/healing role leader who is more attuned to healing and another who is better at the pew-pew, but so long as they can learning from each other, you can benefit from both being specialized.

By the numbers:
1x GM
2x RL
1x each Role Leader

Alternative:
1x GM
2x RL
2x Tanks/Melee Leader
2x Ranged/Healing Leader

I think the key caveat I’d make is that recruiting should still be done on a scale of “does this person meet our guild’s standards”, not just will they meet the needs of Raid A or Raid B.  When you’re fielding two squads who are both responsible for pushing progression and increasing your guild’s standing, it’s important to make sure that every raider meets the criteria to deserve that guild’s name above their heads.
Kalette, great question; I hope this helps.  If not, call me dumb and I’ll give it another look.

As always, leave your questions/comments/paternity suits in the comments.  I’ll lovingly read them all.  Also, if you have a topic you’d like to see addressed in a future episode of Tough Call, just let me know.