A Prescription for Raid Morale

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Raiding can always be stressful.  Although the content has been called “too easy”, some of us still struggle with certain encounters.  We’ve cut our teeth on Normal Modes, and make the step up to the Heroic.  Haunting are the nights of banging our heads against Icehowl cause one raid member is just a little slow on getting out of the way.  We shake our heads in disgrace because a DPS class is too used to “being carried” when we try Yogg+Anything.  Raid nights get called early, curses ensue, and it’s just not a pretty sight.

Whether it’s in raid or out of raid, I firmly believe it’s essential to insert breaks and morale boosters.  And by breaks, I don’t mean “Take 5 for bio and beer.”  I mean something active.  A couple examples:

In-Raid

Trivia Games

Kalheim, a feisty paladin in my guild, holds trivia games during downtimes in the raid.  While waiting for invites to go out or waiting for that last member to come back from an AFK or bio break, he puts up topic-centered questions for us to compete for the fastest answer.  These quizzes will encompass a variety of topics, usually gaming-based.  He pulls out Classic WoW Lore, the names of BC Boss spells, Super Mario trivia, and even gaming company trivia.

You can reward your raiders with anything you want.  A gem, some gold, free flask/food, whatever you want.  The key is simply to make the questions challenging but not impossible.  A topic or genre you and your guild talk about often; you can include everyone.

The Whipping Boy

First off, this is pretty much a voluntary position.  In no way do you want to ostracize one of your raiders who cannot take the brunt of it.  In our guild, this whipping post has a name, and that name is Zabos.  He’s an incredibly likeable guy, but he’s really easy to tease.  He can take it, because as a player, he’s really good at what he does.  He’s one of our officers, and talks a lot of smack, so the guild will lay it on pretty thick.  The guild has built up a tradition (before my arrival) of /gkick’ing Zabos out of the guild when a new boss goes down.  It adds an extra level of fun to progression and cohesiveness of a guild.  The phrase “Shut up Zabos!” gets passed around a lot.  It just makes me laugh.

Random, Off-the-wall “Attempt

This should explain itself.  After a long night of progression, you need a break.  Something to make you laugh or wake you up.  We specifically have a Morale Officer in our guild, Shenweh, who is responsible for making sure everyone is in good spirits.  When things are getting tense or tired, it’s her job to create little fun events like this:

Out of Raid

Actual Alt Dungeons

I have several alts at a variety of levels, and I have some real life friends that all stick together.  They play super casually–usually only once each week, if at all.  Although I have two 80s, their level 45 character is their highest.  The other night, we managed to get all five of us on together to do a run of Uldaman.  There was no run-through, there was no level 80 to accompany us.  Because the healer and our hunter were lower than the rest of us, we really had a chance to take advantage of crowd control and focus-firing.  Since they’re all new to the game, it was a great chance for me to be able to show them a fragment of what makes this game so great for me.  I hope that at some point they may be able to step into a weekend/off-night raid with me.  Here, I lay the groundwork. =)

If you have friends that are trying to learn the game, take the time to actually play it with them.  I know how much that means to both people.  It also gives you a little break, and a little time to relax.

Arenas/Battlegrounds

In my opinion, always have at least one person you know well to go on this adventure with.  Arenas can sometimes be a great way to get out some frustration (if they go well).  If you turn off the Battleground Chat in a Warsong Gulch or Arathi Basin, they can actually be pretty fun with a group of your friends.

Achievements/Holidays

Blizzard has given us this interesting little outlet to occupy our time when we’re not raiding.  Even little mindless ones involving pets or an Azeroth raid can be entertaining enough to ease your mind.  See if any of your guildmates have never seen AQ40 (I just had my first encounter before writing this).  If there’s a slew that have never been inside, show them around!  Especially if you’re in a leadership position, this shows your raiders that you’re invested in how much everyone’s enjoying the game.  Gotten all the achievements you want/need? Then just tag along for your friends’ benefit.  Share funny stories.  Reminisce about things that happened in those old raids.

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You can decide to do these on raid nights or outside of your standard schedule.  Think of it this way.  Although this game as fun, you want to avoid having progression start to kill your soul after a while.

What sort of things do you do in order to keep your raid’s morale high?  What do you do, as a player, to detox in-game?

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A PUG’s Doom Knell: Link Achiev Or No Inv

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This PUG will self destruct in five seconds. The first whiff of a short, lit fuse? A group leader spamming the beastly phrase “link achiev or no inv”. I believe it’s a doom knell for any PUG. It makes Dalaran and trade chat more dangerous places for a group than a fire breathing dragon with left-side whelps.

Perhaps you’ve not heard the phrase. It’s often used as a recruitment method by PUG leaders.  They are demanding that potential group members whisper them with a link to their completed achievement for the relevant instance. It does seem to have benefits for both group leader and applicant – call them Lichknig and Armand:

  • Lichknig can suppose that Armand knows tactics for the encounters
  • Lichknig can suppose that Armand is well-geared enough to do the instance, having done it before
  • Lichknig can suppose that Armand doesn’t have the attention span of a concussed goldfish, as shown by his completed achievement and the fact that he bothered to link it
  • Armand can suppose that the PUG has a good chance of completing the instance as everyone is being vetted
  • Armand can suppose that the PUG has a good chance of filling up and starting quickly as Lichknig is regularly singing out on trade and recruitment channels

Lichknig’s request of players to link an achievement and then Armand’s linking of the achievement is like a negotiation. It gets both players what they want. It also creates a sort of trust between Lichknig and Armand, and an identical bond is created between Lichknig and each player that joins the raid group. The group’s parameters of teamwork, or safety nets, are set.

The terms are not necessarily fair, though. The unspoken subtext is that Lichknig is washing his hands of error – he’s looking for an easy raid with little input from him. He’s saying “you’ve done it before – you will just do it again” to his group members. He and others like him don’t want to put the effort in to lead or direct the group. Lichknig wants to be able to crack open a beer and sit back; the group should run like a machine for him. He can put in as little interaction as he likes – both with the instance, which he will be carried through by his mechanical group – and the players, whose questions he doesn’t necessarily need to answer.

This puts group under unfair pressure to perform. This is particularly hard without direction. Almost everyone recruited into a linky linky group will have slightly different tactics from their previous PUGs or guild runs for each encounter. Think about it. Without solid direction from the leader, the group will employ three to seven different essence tactics in the Twin’Valkyr encounter, merrily exploding itself and saving the bosses the hassle.

Armand and his fellow group members have little room or excuse for error during the run. The trust bonding the group is tenuous as it can be broken as soon as someone makes a mistake; players are almost absolved of having to be patient with their teammates by the terms of negotiation. Not so long ago I was in an Ulduar25 PUG – as soon as we wiped someone reacted with “WTF? I thought you invited people who knew tacts”. What linky linky group members are under strain to prove is their worth; why they should be included. This may result in such a chilled show of professionalism that the atmosphere is icy cold and no-one says a friendly word. It may also result in players pouncing on the chance to blame someone else as soon as anything goes wrong. I mean anything – whether a tail swipe in Onyxia leads to a brief but controllable flurry of whelps or a messy wipe, players may be ready to draw attention to it as long as it diverts attention from themselves.

This isn’t a problem if the run is successful – the group may even bond if the run is fun and there’s some good humour going round. Say that doesn’t happen or someone like Armand makes a mistake, though. The initial parameters of the group will be revealed to be superficially flimsy – not a real safety net. Lichknig and the rest of the group are not guaranteed to show any patience and so Armand may find himself insulted, chased down or simply kicked.

Armand being kicked may be a bad thing for the raid. He may be a great tank and was just using slightly different tactics or his own initiative to rescue a bad tactical situation – but who knows what’s right if Lichknig hasn’t spoken since trade chat? Now that Armand’s gone the group will spend a fun two hours sitting in LFG waiting for another tank who can linky linky. Meanwhile, Lichknig’s reputation may be on a slippery slope as Armand tells his friends and guildies about his experience. Not only that, Armand may have assembled another group and led them to victory over the same instance by the time Lichknig links up with a replacement.

That’s just one reason why a linky linky group could doom you to an evening of frustration.

  • It damages recruitment chances by needlessly cutting out great chunks of potential recruits who may genuinely have the skill to learn the instance anew or the knowledge to do it from experience on another character. All because their toon doesn’t have the achievement.
    • A friend of mine has a geared but unachieved alt who keeps getting declined for the last spot of linky linky Onyxia 25 runs, yet his main regularly main tanks and raid leads successful Onyxia 25 groups
  • It’s all about ‘ez mode’. Linky linky groups want the run to be fast, almost mechanical, with as little difficulty as possible. It’s almost like expecting a group of strangers to boost you, and at level 80 end game content, for Pete’s sake

EZMode

  • It’s exclusive and Not Too Bright ™. If you teach more players the tactics or encounters then you personally will have a bigger pool of competent players from which to recruit. They’ll be used to your tactics and be grateful for the experience
  • It’s prone to turn into a needlessly competitive environment in which players forget that their teammates are other people who they might enjoy chatting to, just as much as they forget that epics are just purple pixels. I’ve actually seen people insult other DPSers of their class in VoA runs, and have often wondered if they’re trying to reduce the competition for loot
  • The longer term effect of ‘linky linky’. All of the above can combine into a solid mindset that seeps into a player and through a realm to produce a tendency to make snap judgements about other players’ skill based on very little information

So what am I talking about with the last point? I was recently PUGging on my restoration shaman Apeorsa alongside a tank friend of mine. We’d not long hit 80 but were both gearing fast and are experienced players. We’d had bad luck in PUGs that week but the ‘caek’ was really taken on the Friday evening when we joined a VoA25 group. The raid leader was not exactly Mr. Chatty (albeit hereby christened so) and when my tank friend asked who the MT was, she was unceremoniously kicked. Apparently this was payment for her asking stupid questions like who the tanks were and for having “pathetic” health.

All very sad but so what, I hear you cry. Well, I think Mr. Chatty’s attitude was partly born from the longer term linky linky effect that I mentioned. I’ve noticed an unpleasant tendency for some PUGgers to assume that everyone who wants to be ‘on their team’ will be kitted to the teeth with iLevel 245s – or at least they jolly well should be, by gosh. Anyone who isn’t so kitted is in danger of being automatically weighed, measured and found wanting before they’ve had a chance to prove they’re more than their gear. Indeed – it happens the moment they set foot in the raid or draw attention to themselves by asking the simplest of questions.

And once attention is on them – well, it’s too late. The other player will judge them based on mis-information, forget that different classes and players prioritize different stats, or just look at half a picture of their stats – such as Mr. Chatty looking at the tank’s health and drawing conclusions. Heaven forbid that he might look them up and get a full picture of composite stats. My tank friend wandered off after the disastrous and brief recruitment into Mr. Chatty’s VoA group to easily tank Ony25. Mr. Chatty, having lost a tank and main healer team, was still in LFG 25 minutes after the incident.

There also seems to be a nasty accompanying assumption by some players that basic group information doesn’t need to be shared and that anyone who asks questions is away with the fairies – or that possibly the fairies will sort everything out so they don’t have to. Not only that, there’s the simple fact that my tank friend felt thoroughly dejected after the response he got from Mr. Chatty. Why should we care? Simply because this is a social experience. Being an unfriendly twerp isn’t going to improve the game for anyone involved.

So all in all I firmly believe that the linky linky mindset is destructive and can be emotionally taxing – or even turns its players into machines. I agree that it can be important to vet PUGgers for some things – particularly higher end raids. Personally I favour an approach which allows anyone to apply for a group spot regardless of their knowledge of the encounter. It’s important to take a player’s gear into account to some extent. I check everyone on WoW-Heroes before deciding if they get an invite. This gives me a better indication of their overall gearing level and stat logic for an instance than does merely looking at their total health. And to be honest – the other thing they need is not to be our Mr. Chatty. I can teach someone tactics; I can’t teach them to be a Nice Person. That’s when their wheels fall off as far as I’m concerned.

So what do you think? Do tell, as I’d love to get a debate going on this one – it’s been a bee in my bonnet for a while now. All opinions welcome! Am I being too harsh on linky linky? Do you like the peace of mind the mindset conjures and look for raids which require you to compete and/or prove yourself? Have you had any really bad or good experiences in such a raid? What do you think the real effects of this particular – or other – types of PUG are?

And FYI – this week’s picture has been photo-shopped to remove trade spam and protect the identities of people involved.

This is a post by Mimetir, a boomkin of a raid leader. You can find my twitter feed here.

The Case for Limited Attempts

We’ve seen the mechanic in Trial of the Grand Crusader and it seems like it’s going to be implemented in Icecrown as well. When I was on the PTR, I saw the countdown at 3000. We were down to 2994 when the raid group was called.

Again, this is why I’m in favour of being on the PTR often so I can waste my learning attempts there where it doesn’t matter. But that’s the tactician in me anyway.

There’s been objection to using limited attempts as a means to make raids more difficult for players. It means every attempt means something and they cannot just be squandered away. A ceiling has been imposed on the amount of times a guild can throw themselves at bosses.

This means that a guild who raids for 24 hours a week has no advantage over a guild that raids for 12 hours. They both have the same amount of chances to get the job done. The playing field has been leveled in such a way that guilds can’t simply just “brute force” their way through a raids and rely on a sheer number of attempts to do so. You can’t have players doing the same stupid things that cause them to die. The overall skills have to go up.

Granted, I’ll admit it is a cheap way of slowing down raids and making stuff harder. But I like this approach instead of throwing in more trash mobs. While ToC was one blend of the spectrum, I don’t think I’d be particularly happy if most boss chambers and corridors had quantities that rivalled Freya or General Vezax trash. I’d rather spend that time focusing on boss attempts. Some of the areas in ICC had trashed turned on. From what I’ve seen, it’s difficult enough to keep players entertained on the route to trash and there’s just enough where you’re not going to get bored of it and want to gouge your eyes out.

Will there be a reward system?

I’m not sure. It could be modelled after ToGC where the attempts remaining has an influence on the type of loot received. In fact, I think that is something they’ll implement.

Did you like the way limited attempts were set up in ToGC? What would you change for Icecrown?

Crystal Spire of Karabor 2.0

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Have you seen this mace? It’s supposed to drop from Rotface, I believe. Have you looked at the proc yet? Make sure you read it twice.

Each time your spells heal a target you have a chance to cause the target of your heal to heal themselves and friends within 10 yards for 217 each second for 6 seconds.

I’m assuming there’s a 45 second internal cooldown. This mace could come in handy for any class, I’d imagine. Judgment of Light? Chain Heal? Circle of Healing? Wild Growth? You’ll be hardpressed to make the argument for why this mace is hands down better for one class over another.

I know there’s one person in my guild who won’t be getting it.

I’ve already got my legendary. I’m assuming Val’anyr won’t get buffed to bring it in line with 3.3 weapons. Loot Council’s going to have a difficult time with this one (or easy, since it’ll be effective in the hands of any of our healers anyway).

Chill of the Throne and It’s Future

As Matticus has just reported, Daelo and the Dev Team have unveiled a new mechanic that tanks and healers are going to experience in Icecrown Citadel.

The new mechanic is a skill called “Chill of the Throne”, and it’s applied to all enemies in the zone:

The spell, called Chill of the Throne, will allow creatures to ignore 20% of the dodge chance of their melee target.

Healers have grown accustomed to the heart-attacks caused by massive spike damage and carefully timed cooldowns.  There is a thrill accompanied with the notion of needing to stay on top of things to an extreme degree like that.  However, the reality is “Can the dps kill the boss before the healer runs out of mana spamming their biggest heals?”  We’re pigeon-holed into praying and hoping our heals land at the right time so our main tank doesn’t eat two 25k hits in a row.

Chill of the Throne allows the size of the hits to become smaller, rather than huge hits that hit every so often (via a tank’s mitigation).  If RNG fails, a tank is dead.  We, as healers, now get to heal a steady stream of damage, instead of breaking down with panic attacks.

Where does this go from here?

Devs have been talking about introducing a way to incorporate expertise in new bosses.  Although it seems that system isn’t viable for Icecrown, we may be able to see it in Cataclysm.  The  idea is for bosses to scale in skill, not just in health and damage done.  This could definitely open up more possibilities for damage management in the future.

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