Handling Raiding Couples

Couples that raid together in the same guild can be a nightmare to deal with. I’m glad to say I’ve only ever had to deal with a small handful of them. There were some great husband/wife combinations and some not-so-stellar ones.

Interacting with them individually can be a chore at times because most couples share information with each other. There’s little (if any) secrets between the two and I get that. Talking to half a couple may as well be like talking to the whole couple because the other half will usually be brought up to speed about any decisions, events, or other information shared with them.

Here’s the worst part.

Ever tried giving criticism and feedback to one of them? Maybe they weren’t doing so  hot or they entered a streak where they just had some bad nights. Or maybe that individual just plain sucks at dealing with a certain mechanic. You drag them out to the side on an off night or send them a message trying to figure out what’s wrong. They reply back with “But I’m doing everything I can possibly do” and deep down inside you know for a fact that it’s not true because you just looked at 4 other players of the same class, progression, and gear level then coming to the realization that they really weren’t. You send back another message laying out the information you have found along with some additional pointers.

And then what ultimately ends up happening is the other half just swoops in.

“WHADDAYA MEAN MY WIFE IS TERRIBLE HEALER? SHE’S REALLY AWESOME! SHE HEALS MY ASS ALL THE TIME IN BATTLEGROUNDS AND KEEPS ME UP, NO PUN INTENDED”.

Naturally, a cursory glance at other logs and incidental information proves otherwise.

“YOUR INFORMATION AND INTERPRETATION OF IT IS WRONG. THOSE FRAPS VIDEOS OF ATTEMPTS WERE OBVIOUSLY DOCTORED WITH THE INTENT OF SLANDERING HER AND MAKING HER LOOK AS UNSKILLED AS POSSIBLE.”

It’s at this moment where you introduce your face to your palm.

“THERE IS A CONSPIRACY HERE DESIGNED TO THROW HER OUT AND SPLIT UP OUR MARRIAGE. WELL IT WILL NEVER HAPPEN.”

inception

We’re not out to get you

Seriously, there’s no conspiracy. There’s no secret organization designed to screw over a couple and split their marriage. It’s an honest to Elune criticism of their performance and the fact that it’s lacking.

That’s it.

Just not worth it

After a while, I realized then that some couples just aren’t worth having around especially not with such an overprotective attitude like that. GMs need to be able to deliver that honest feedback without a vulture jumping in and protecting every chance they get. Handling couple applications usually warrant a much closer examination and the questions asked during any interview stages are going to be different then the solo applicants. It’s gotten to the point where I’m tempted to blanket ask “If I said your significant other was performing poorly in this area, what would you do?”

On the other hand, you could just auto decline couples entirely and sidestep any potential drama problems that might happen later.

Thankfully the couples I have in guild right now are quite mellow and I haven’t had a reason to punt any just yet.

Getting Rid of the Ready Check

The ready check is an easily understood command which has one question for players to answer.

Are you ready?

Traditionally, raid leaders use ready checks to ensure everyone has their buffs, cauldrons and consumables. It’s a last minute reminder for everyone to see if anyone has any questions before going into the pull. Anyone steal a ninja AFK to wash their hands or sneak a drink? The alarm would sound informing players to rush back to their desks or switch programs back into the game.

What if your guild stopped using it? What would change? How would the players and the atmosphere change?

In an upcoming interview with Mel, one of the powers behind the guild of <Edge> and a blogger at Sacred Duty, does not utilize ready checks at all. Here’s a brief excerpt where he explains his reasoning.

Rumor has it that your raid group does not utilize ready checks. If it’s true, how come?
Ready checks are an opt-in system, and opt-in systems deflect responsibility.  Instead, we make the choice to assume that everyone is at keyboard and ready to play when we’re raiding – when they’re expected to be.  We’ll often be discussing strategy during runbacks, so it’s a bad time to just take off the headset and run AFK anyway.  If someone has to take an emergency break, the onus is on them to inform the raid, and then we wait.  But I don’t see a reason to waste 20 seconds on every pull just to ask if everyone is actually at their keyboard, when I could just be informed that someone isn’t there for the one pull that it’s an issue.

This isn’t a completely foreign concept to me since my guild utilizes a sign out system for attendance. We’re not the only ones as other progression oriented guilds do the same thing. Making the assumption that you are ready instead of asking if you’re ready is presents an interesting shift in dynamics. It places a bigger emphasis on players to really speak up if they’re not sure about something or if they need to step out momentarily. In the long run, if you multiply the time spent on ready checks before every pull on a per week and per month basis, the time really does add up. It’s definitely one way of shaving off precious seconds on a raid night.

I’m considering implementing this in Conquest. I might just try it out for a week and see how we respond collectively as a group. It might end up being a positive change for us.

On a side note, a warm welcome to Morynne who has joined the guild!

Valor cap the new softlock? Lodur’s opinion

Yesterday we got news that the valor cap is being lowered from1,250 valor points to 980. This may seem like an insignificant change by itself, but it comes among a series of others as well.

  • The maximum number of Valor Points awarded for completing Rise of the Zandalari dungeons remains at 980.
  • The maximum number of Valor Points awarded for completing Heroic dungeons remains at 490.
  • The number of Valor Points awarded for killing a boss in the Firelands is 70 in 10-player mode, and 90 in 25-player mode.
  • The number of Valor Points awarded for killing Occu’thar in Baradin Hold is 35 in 10-player mode, and 45 in 25-player mode.
  • The number of Valor Points awarded for killing a boss on Heroic difficulty in The Bastion of Twilight, Blackwing Descent, and Throne of the Four winds is 35 in 10-player mode, and 45 in 25-player mode.

Raiders completing a full tier 12 raid clear will obtain 630 valor points from raiding 25’s and 490 points for 10’s. If they go back and raid heroic levels in the previous tier, they can gain another 585 (25’s) or 455 (10’s) points. Players running their heroic ZA/ZG will be able to cap out on valor points without having to set foot in a raid. So this raised a few questions, and quite a few opinions. I know I had a good run at it on my twitter account yesterday. So what can we take away from this?

The change really levels the playing field for obtaining raid quality gear and Tier 12 items. Whether you’re in a raid or just able to run heroics, everyone will be doing so at roughly the same pace. This can be good for those players attempting to play catch-up in terms of gear so that they too can raid. I understand that point, but I see a couple potential problems with this.

By lowering the amount of valor points in the previous tier, they are attempting to stem the flow of free valor points. I get that, but it partially removes the incentive for doing the tier after the new one comes out. Now I’m not saying this because I want to farm valor points, but it presents a problem. The raid lockout was recently changed with Cataclysm so that 10 and 25 man raids share the same lockout. As a result, for raiding guilds looking to trial out members it means they either have to take them on content that isn’t progression. This takes away from progression raiding time and can actually hinder a guild’s progression. Previously you could take the person into a 10 man raid and see how they did without disrupting your larger raid group’s progression. I personally was looking forward to having a testing ground in the previous tier of content to run recruits through and see how they do, but with the reduction in points I think it’s going to be quite hard to entice people to go back to the previous content. Also, I don’t know about you, but my guild doesn’t have many plans on keeping the previous content in the rotation when there’s new content to progress through, unless we’re going back for a Sinestra kill.

The idea of not being able to cap out from the current raiding tier bothers me. It means I’ll be forced to do heroics to reach the cap, or try to do so from some other method. I don’t like the idea of being forced to do something else, especially when I spend so much time a week already raiding. Sure it’s great for the non raiders who only run heroic dungeons, but I can’t help but feel it’s a slap in the face for raiders. essentially it’s forcing us to spend more time in game doing content we’ve been running since shortly after the game was released. With only 7 bosses in this tier (+1 for Baradin Hold) we’re falling short of our valor cap by 350 points if we full clear. We can assume we won’t be killing Ragnaros on day one of Firelands, so ultimately it means we’re going to spend even more time grinding in game on top of raiding.

It just smacks of an attempt to keep us in the game longer for the ever elusive gear chase. Right now, the new cap puts you at roughly about three weeks to obtain a piece of tier / vendor gear. That’s if you hit the cap every week. So if you’re raiding 15 hours a week, and you’re still learning the fights and aren’t clearing the whole new tier, you’re still forced to do several hours of either other tier raiding AND heroics, or just heroics. This is a significant time investment, and considering it’s content that a lot of us have already done to death, it has the potential to significantly increase burnout. I know a lot of people personally that have seen this and have already decided to stop raiding as a result. It also comes at a time where summertime burnout is creeping in, and this change doesn’t help matters any. Part of it is the fault of only having 7 new bosses in the game, part of it is just the gear grind in general.

It also, in part, seems like a soft gate. Keeping players under-geared longer means it will take longer to get through the content. With only 7 bosses in the tier, I can understand that to a point, but then it puts us in a position similar to what we were in when ICC was out, stagnant. It’s going to be doubly annoying if you hit a DPS wall that only new gear can fix, but you’re weeks away from that relief coming. How about a boss that is a hard healing check, that healers just simply are behind stat-wise through no fault of their own, to heal through. It will take longer to gather the gear to push through the bosses to down the content. While that is partially true of every tier, the limited number of bosses in this tier combined with the new cap in points makes this take that much longer.

It will be interesting to see how things pan out as this eventually rolls to live, and how players will react to it. Me personally, it just means I’ll be spending more time grinding points on my shaman so I can keep up with the raiding content, and a whole lot less time enjoying myself on my alts, if only because there are only so many hours in a day and I can only spend so much of them at my computer desk.
What do you think about this change? do you love it or hate it? How will it affect your time in game?


Matticast Poll: Loot Systems

This week on The Matticast we are going to be covering the pros and cons of various loot systems, but we wanted to get reader feedback first. Which loot system has worked best for you? Have ones you just hate? Answer our poll and leave us your feedback in the comments.

Which Loot System Do you Prefer

  • Loot Council (24%, 63 Votes)
  • EPGP (24%, 62 Votes)
  • Need/Greed (23%, 61 Votes)
  • DKP (13%, 33 Votes)
  • Suicide Kings (10%, 26 Votes)
  • Other (Leave In Comments) (6%, 16 Votes)

Total Voters: 261

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Raiding Highlights from Cataclysm

Past few months have been nothing but good times for the guild and for me. There were obviously some lows but much more highs. I had gigs upon gigs of videos from learning attempts scattered on my hard drives. So I decided to put a little something together showcasing the good, the wipes, and the stuff that makes you go “What just happened?”.

Many of the clips do feature heavy usages of Leap of Faith. You can see instances where it is used as intended. There are other cases where it is used but… misfires. If you’re a new Priest, I strongly encourage you to practice learning Leap of Faith and when to use it. I’ll have a post coming in the near future with practical usage tips and things to keep in mind, but it’s an extremely reflexive type of spell. It’s not a spell that you intentionally plan ahead of time to use (at least, not usually). I know there are still Priests out there who do not believe in using it to get people out of fires and stuff. And I agree with that sentiment, but that doesn’t mean I’m going to give up on them. As players, we need to do all that we can to try to salvage attempts using whatever skills we have at our disposal even if it adds a bit of embarrassment to someone else who didn’t react quick enough. Besides, there are times such as the Atramedes clips where players are doing everything possible but are still going to get beat.

But that’s where we come in.

I guess it’s my mentality from being a goaltender in hockey for so long.

I will gladly bail out my team.

I got their back. And I know they got mine.

P.S. Ever wonders what happens when Priest A Life Grips Priest B who Life Grips a Pally? Watch the end. But if you want the spoiler:

Priest B gets pulled to Priest A while the Pally gets pulled to where Priest B was originally before the pull.

All in the name of science!