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?

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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Guest Post: It’s Okay to be an Ass

This is a guest post by LabellaNotte who is co-GM of the Guardians of Fellowship (US The Scryers – Alliance) and author of the Heals Or Leaf blog.
When you hear the Doomsday Clock ticking, it’s easy to despair.  It’s easy to give up and take what you think is coming to you.  You can sink into depression thinking that all you and your officers have worked for is going the way of the dodo.  If this makes you feel like you’ve fallen in a well with no way out, let me assure you there is a way.
Be an ass.
No, not like your raid leader, this is a different kind of ass. Let me paraphrase a little fable for you.
There was this donkey. We’ll call the donkey Bob. He worked hard and took pride in his work. One day, in a fit of overzealousness, he fell into a hole being dug for a well.
Standing there alone in the well, Bob stared up and wondered what to do next. One of his buddies peered over the edge and told him that he was stuck in a well with no escape. In the process, he sent a cascade of dirt down on poor Bob’s head. A little annoyed, Bob shook the dirt off his back and stepped on it. It seemed he would never get out.
While he stood there, Bob realized he had two choices. First, he could simply wallow in misery over his certain demise.  Or, he could do something to change his situation.
Time and again, other animals came to look, comment, jeer, heckle, or offer helpful advice.  Over and over, showers of dirt fell on him. Bob made his choice, time and again.  Shake the dirt off, step on it, and realize that each bit that fell on top of him could be shaken off, stepped on, and used to bring him closer to freedom.
It wasn’t a fast process by any means, but Bob built himself a ramp out of that well and again got to see the light of day as a free donkey. One shake and step at a time, Bob repeatedly chose to use that dirt to his advantage to build a ramp instead of letting it bury him.

In other words

The seemingly endless task of running a guild, whether as a GM or an officer, involves running into obstacles.  Some obstacles are small, such as picking dates for events that aren’t convenient for everyone who wants to participate. Others are potential catastrophes. My guild, just like anyone’s, has had more than our fair share of them.  Looking back at the annals of our history, it amazes me that we have lasted as long as we have.
Back in Wrath of the Lich King, one of our officers left and half the raid team followed. In the same era, our OT’s wife got fed up with his gaming and forced him to quit raiding with us.  During Cataclysm we absorbed another Guild that was falling apart to benefit both Guilds, but eventually there was a rift in our own Guild that led to an officer, one of our best DPS raiders, and several awesome social members away. Also in Cataclysm, one of our other top DPS raiders decided he has finished the story and canceled his subscription. Just recently, one of our most consistent raiders (an officer to boot) and a backup healer decided to leave the server for greener grasses.
Each of these events made us in guild leadership look around and wonder if we could handle this blow.  We wondered if we would survive, no less continue with our regularly scheduled raids.  It wasn’t easy, not by any measure of the imagination.  Each time, we made the conscious decision to keep on trucking.
Matticus very aptly observed that each guild has its own Doomsday Clock ticking towards midnight.  There are outside influences that can stop, slow down, or even reverse it. You can look to those exterior forces he discussed to keep you afloat.  One factor he failed to mention is you do have one other option.  You can draw from your own strength and ingenuity to get yourself out of that hole.
Each time we’ve been faced with a challenge that could have ended us, our GM and officers have sat and stared at the hands of the doomsday clock speeding towards midnight. And each time, our GM, myself, and our leadership team have stopped, shaken off the dirt of the latest disaster, and built a ramp to get out of the hole.  We see and hear the clock ticking and watched the progress of those numbers slow, halt and reverse.
So next time that clock is ticking, think of Bob. Go ahead and be an ass, just like Bob, and you too can smile as the hands on that doomsday clock start to move backwards.
Have you watched your own guild’s doomsday clock ticking away and survived to tell the tale?  Share your experience in the comments!Until next time, long days, pleasant nights and happy raiding.

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The Time Bomb Every Guild Leader Holds

The original Doomsday Clock is a symbolic clockface that first originated in 1947 by some really smart people (directors of the Bulletin of the Atomic Scientists). The closer the clock is to midnight, the closer the entire world gets to a global catastrophe. Right now, the clock is at 5 minutes to midnight. As nations attempt to find ways to secure nuclear weapons, time gets added. If they’re unable to agree or if additional nations become nuclear capable, time gets removed.

Have you heard of the guild doomsday clock?

It’s this internal timer that GMs have. When it hits zero, the guild collapses in spectacular bits. The progression clock is naturally about raiding. If you recruit new players or get progression kills, time is added. If you lose players for any reason or wipe continually to bosses, time is subtracted.

This is not going to be apparent to most people. But every guild leader has that internal pressure on them whether they realize it or not. They have a mandate to uphold and goals to achieve. Every failure adds more pressure until they can’t take it anymore and disband. I’ve seen it to happen to guilds that I never would have expected to shut down. I run this organization everyday wondering if it’ll be the last and it’s been like that for the better part of a year. Fear is an exceptionally powerful motivator.

How does time get added and removed from the doomsday clock?

Subtracting time

  • Losing players
  • Losing officers
  • Excessive wiping on normal mode
  • Suspending progression
  • Missed raids
  • Drama issues resulting in splintering

Adding time

  • Gaining players
  • Officers who are stable and not burning out
  • Farming bosses in one shot
  • Meaningful, visible progression
  • Positive attendance
  • Overall satisfaction and happiness

Over the past year, I’ve seen the clock hands gradually tick forward to midnight. Officers have become burned out. Players schedules and their lives have changed. I’m not able to adjust fast enough. I still have no viable raid leader I can pass some of this load to. That alone is my biggest need and there’s no job board or recruiting forum I can go to for something like this. It’s hard to grow a raid leader if no one has the time, desire, or skillsets to do it. Stable raid leaders are a premium.

Thankfully, wee were able to raid with the bare minimum with 25. The fact is that there are still people here who wish to raid and see more of the game. I’ve almost all but written off this tier and am in the process of retooling for Siege of Orgrimmar. This is the time of year where it’s so hard to recruit because players are firmly entrenched in their raiding guilds or they’re taking a break to enjoy the sun. Thankfully, we’ve picked up a few more players in the past week and added some time to it but we’re still extremely close to midnight.

Senior man cutting grass with shears

It’s like cutting grass with garden shears, isn’t it?

Our current roster is just not quite there for hard modes. Some of the players don’t have the experience. Others don’t have the gear. I’ve had to make the unpopular decision to temporarily suspend hard mode progression until the bottom end can catch up appropriately. Everyone who has been here has been farming normal modes for months. We’ve been able to 22 man our way through most bosses past even Dark Animus. We took a player’s alt Ret Paladin which started off with a 460 ilevel and ended the night at 502. They didn’t really do much DPS, but they were a body and and an Aura Mastery. The fear? That people at the top grow impatient and have no desire to stick around waiting for the bottom end to catch up and repeating the cycle.

It’s pretty damn sad.

I’ve been in similar situations before in the past. But there was always a clear, well lit path forward. I had a large and familiar group of officers more experienced than I was at the time who helped steer me the right way (like Syd). But man, it’s super lonely right now. But like any true leader, you can’t show weakness. It’s easy to repeat that everything’s going to be okay. In the back of mind, I don’t like that because I like having actionable steps and plans to move up.

The best I can really do is recruit and pray.

A stable and sizable raid roster needs to be the first fix. But it’s going to be for naught if I can’t get a raid leader somewhere. Throne of Thunder may very well be the most disastrous showing for this organization since Ulduar. We’re an above average normal mode guild. But this roster has much to learn about heroic raiding. It’s the difference between the regular season and playoffs. Have to find that ON switch.

Tick tock.

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Emergency AFK? 6 Ways to Handle It Like a Pro

Have you ever heard of the perfect storm of raiding?

Not a single cloud in the sky. Calm and steady waves. You have enough players present even though 1 or 2 players have signed out for the day. But you can’t quite shake that feeling it’s just too good to be true.

For us, it started out much the same. But then, a series of unfortunate events occurred. Lodur had a computer shortage. I had to race through the streets to pick up mom. Some people were going to be a little late due to overtime at work. We were ultimately left standing with 22 people. What could we do until everyone had returned to their battle stations?

On the perfect day, none of these things would have happened. But every so often, you get that day where the universe just likes to screw with you and cause havoc for players. As the GM, I admit that feel uneasy and anxious when not raiding. All that time is being wasted just by sitting there.

stormcloud

What do you do if you don’t have a full crew to work with? Are there options when someone needs to step out briefly for a few minutes?

If there’s trash still up, go do what your parents yelled at you to do when you were younger and take out the trash! By the time you clear it, the player should be back in business and ready to go.

1. Switch another player in

Easiest solution. Is there any other players online that you can pull in? Most raiding teams have a bench or maybe you have a recruit who is willing to step in. Activate the members you have around who you can grab.

2. Make some attempts in, even if it’s short handed

Just because there’s a player out doesn’t mean you can’t at least get warmed up and give exposure to your players. Have them get a handle for the opening phases. Start practicing some of the mechanics. Get them thinking about how they’re going to react to the different phases. By the time your other raider gets back, they’re the one that has to play catch up.

3. Downshift and clear (Heroic)

This is generally not a first option. I’d only consider this under a few circumstances. First, it’s clear that the players gone aren’t going to be back anytime soon. We’re talking an internet outage or a computer exploding or some other case where it’ll take longer than the rest of raid to resolve. Second, the raid group is nearing the end of the raid week. Maybe the raid is on a day 2 or a day 3 and it’s clear that there won’t be enough time left. Lastly, if there is still valuable loot to be had in the rest of the instance. Certain trinkets, weapons, or 4-piece drops that players are missing will warrant an instance clear.

4. Alternate content

Within instances like Naxx or the first tier of raids in Cataclysm, you had options on where to go and what bosses to do. Throne of Thunder is completely linear. In previous instances, your raid could have switched to a different wing and gotten down a different boss (preferably one on farm) while you waited for the lone player to return.

5. Wait and call an early break

Easiest solution on the planet. Give people a breather. It’s not uncommon for players to switch screens or alt tab and browse other sites (like this one) and catch up on other things going on. If you’re on a progression boss, the wait can allow players to catch up on additional information. Or be like me and sneak off to grab a quick bite from the fridge. It’s free time to spend!

6. Flex it up

Enough said. I’ve written about it a few times here (and here). No need to elaborate here! But it’ll be available in the next patch as something to kill prolonged time with.

Don’t despair like me at the thought of an underwhelmingly numbered raid. There’s always something that can be done until your group is back to full strength. However, if you find yourself consistently at less than capacity, then you’re going to want to start addressing that.

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