Showing posts with label personal responsibility. Show all posts
Showing posts with label personal responsibility. Show all posts

Thursday, December 20, 2012

2.21. The Thin Yellow Line

Blain displays his Armored Netherdrake from Season 1,
Shattrath City

The Prodigal Son

"If I'm coming back to lead raids, there's gonna have to be some changes."

Blain made his expectations abundantly clear. My former 40-Man raid leader had been primarily responsible for driving progression throughout Vanilla. Along with Ater, the Warrior responsible for bringing Blain to me, Descendants of Draenor had blown through Molten Core, Blackwing Lair, ½ of Ahn'Qiraj (40) and ¼ of Naxxramas (40). Blain's no-nonsense and often brash style was pivotal in pushing our raid team to their maximum capabilities. But, when The Burning Crusade launched, his priorities changed, and he took to PvP while Ater was left to fend for himself as the driving force behind raid progression.

It hadn't gone well.

Several months in, Kadrok had thrown in the towel. Losing my Paladin officer was a nasty wound, as he was also one of our key healers. His second-in-command, Volitar, had been hand picked by Ater to take on Blain's responsibilities and help direct our raid traffic. But our stagnation in progression had eaten away at what remained of Vol's sanity, driving him to frustration and anger. Rather than face further disappointment from a group of fire-eaters, Volitar had gone AWOL, a second deep gouge in an already infected wound. Star players were walking away, and I was holding the bag of leftovers, while Ater turned to his work as a means of funneling his own disgust away.

The class pool was horribly askew; I had so many shamans, I felt a guilty sense of duty to sacrifice my own shaman in lieu of a shadow priest for the sake of progression. Without a leader, the paladins were in a constant state of flux; I didn't have a solid grasp on who my tanks or healers were. Entropy begets regression, and where we could once kill the most simplistic of bosses (namely The Lurker Below), we would instead spend hours wiping like amateurs. Once again, the threat of a guild collapse loomed, and any potential of us defeating Illidan had long since gone out of sight.

Ater wields Zin'rokh, Destroyer of Worlds,
Blackwing Lair

Resetting Expectations

Blain, fresh off claiming a victory at the end of Arena Season 1, was my only realistic hope at realigning the raid team. But the truth of his departure still had to be addressed. It was public knowledge he stepped down to pursue Arenas, but he had ultimately revealed to me the real reasons behind his psychological leave of absence: he had become fed up with the whining and excuses, and was tired of having his leadership challenged and questioned by kids who thought they were gods at the game.

"The problem is they are not taking it seriously enough," Blain stated over Ventrilo, "we can't continue to cater to casual players who aren't dedicated."

"That's the type of guild we are, though", replied Ater, "we need to be able to allow anybody who wants to raid...y'know...to do so!"

I tossed my two cents into mix, "The problem isn't that we are allowing everyone to raid, it's that everyone’s opinion of raiding is different. They come to have fun but...fun isn't wiping for four hours on a boss we already know how to kill."

"That's common sense," Blain answered, "we shouldn't have to tell them that."

"I think we've gone long enough assuming people have common sense. We need to tell them what we think 'fun' is."

With the margin of error now a practical negative value, personal accountability was that much more important. There simply wasn't any opportunity for people to be "carried" any longer. Everyone had to pull their own weight. At the start of The Burning Crusade, we had enjoyed so much success in progression, I merely assumed this sort of thing would be common sense! 

The problem with Descendants of Draenor at this point was everyone's common sense was different.

"Well, sounds good so far," Ater replied, "so what's your plan on telling them this?"

"I'm gonna write up a post, tell them Blain is returning. Clear the air on a brand new set of expectations." I took a deep breath, "and then, I'm gonna do exactly what you told me to do, Ater. Acknowledge them."

Hanzo continues to level Zanjina the troll priest,
Orgrimmar

The Bridge From Both Ends

In order to have Blain return to raid leading, change was needed at the top. His expectations of a player were very high, but that hadn't been communicated properly to the officer core. This was my own fault, and was due to a lapse in judgement regarding the chain of command. In Vanilla it was an assumed title -- but without making an official statement, officers let their egos grow into TBC and the result was unpleasant. Blain had to deal with back-talk, arguments, and debate regarding strategy, when it hadn't even been open to discussion in the first place. This was a plight often known as "too many cooks in the kitchen." I was determined to set the record straight. Blain was in charge and was doing the work necessary to build our raid strategy. Unless the officers wanted his job, they would need to keep their comments to themselves and stick to the micromanagement of their respective classes.

Additionally, we would need a unified goal; something that each individual player would need to be able to see, absorb, and relate to. We all knew we were raiding, and the goal was progression, but that wasn't finite enough; it didn't quantify any particular grade of success. So, I re-clarified the goal to Ater and Blain, who in turn, insured that the rest of the raid team knew exactly what we were pushing for:

Descendants of Draenor was going to kill Illidan the Betrayer, before the next expansion rendered him obsolete.

Once leadership was aligned, I had to do work from the bottom up as well. We had imposed no hard restrictions on raiders in the past, with the justification that we weren't a hardcore raiding guild. It wasn't enough. Some level of responsibility needed to be placed on the individual player, otherwise I would lose Blain again, possibly forever. With Blain setting the bar high once again, coupled with Ater's moral obligation to uphold our guild's ideals, I turned to the single unifying thread that defined Descendants of Draenor: to have fun. 

So, what did 'having fun' mean? It meant that what separated a Raider from a Non-Raider was you gave a shit about progression. In order to hammer this thought home, I created new ranks in the guild: Raider and Veteran. With a visual title associated to the concept, players now had a concrete way of describing their level of dedication to the team. And, to reinforce that concept of teamwork, I imposed a 3-wipe maximum on bosses we had already defeated. We would succeed together -- and we would fail together, but we would not force an individual to demoralize and waste the time of 24 other individuals.

With the bridge rebuilt from both ends, it was at least time to clarify to the guild what our definition of "fun" meant: Constant, consistent success.

To help catalyze these changes into the guild bloodstream, I drafted up a forum post which was previewed to a select few guild members. I wrote as I never had before, funneling every emotion that had wrecked me over the last few months, gutting me, leaving me worn out and exhausted. In that email, I indicated that we would be adjusting our raid schedule, so that we could begin the process of embracing structure; a constant, consistent schedule of raid evenings that the players could come to rely on. If they were going to commit to becoming a true Raider and leave Veteran behind, then I should be able to commit to them a schedule that they could arrange their own lives around.

I felt the reins tightening in my hands. It was time to turn this stagecoach around.

Thursday, October 4, 2012

2.10. Carrying the Load

Kerulak watches while Gruul ends
the lives of his 25-Man raid,
Gruul's Lair

Stay

After coming off of our High King Maulgar kill with 11 people dead, I felt an uneasy tug at my gut. Our performance was going to have to be as sharp as the difficulty curve that TBC was throwing at us. Gruul's mechanics offered us no reprieve. He struck Ater hard, and employed a similar strike made popular by Patchwerk back in Naxxramas. But while Patchwerk's was Hateful, slamming an additional punch into the first melee in range with the highest amount of health, Gruul's was Hurtful, always choosing the second melee in threat behind the Main Tank as his target. Both Ater and Kurst's health were constantly spiking, and any hope of smoothing out that damage was diminished by the fact that we were painfully low on Resto Druids. In fact, we only had one to speak of: a new recruit named Breginna, who promised to do everything she could to flatten said spikes with her multitude of HoTs.

He struck our tanks with such fury that the cave shook around us, rocks breaking free from the ceiling and showering down onto random unsuspecting players. We were in a constant state of re-positioning, while Ater and Kurst moved together, slowly, cautiously -- bound by an invisible shackle that...if one or the other moved too far away from...would cause Gruul to choose a new melee in range as the second-highest threat as a Hurtful Strike target.

You'd know when it happened. A rogue would be alive one minute, dead the next. No time for a Power Word: Shield, no Ancestral Swiftness-macro'd Greater Healing Wave. Alive, then dead. Game Over. The End.

Aside from extreme damage pouring into both tanks, coupled with the panic that ensued after cave-ins, Gruul still had one big gimmick in store for us. The Gronn would punch the ground in a single explosive blow, knocking the entire raid in random directions. As we spazzed-out after landing, our feet grew heavy with mud and rock, we began to slow down, as if being pulled through clay. Soon, we all stood motionless in the cave, frozen into position, reduced to immobile statues.

Then came the Shatter.

Gruul would send a wave of damage out that multiplied against any player that was within the vicinity of any other player. The closer the player, the more damage that was multiplied into the Shatter. One poorly positioned player could easily take four or five other players out in a single Shatter. The goal, therefore, was to use those precious few seconds after the knockback to get away from each other as quickly as possible. This was not complex at all, not nearly as much as High King Maulgar. One boss. Three mechanics. It was practically a tank-and-spank. This should be over in a couple of attempts.

It wasn't.

An example of the many Gruul's Lair diagrams
guilds created to train their raiders on.

Yelling at the Deaf

On every Gruul attempt, players continued to amaze me during Shatter. The instructions could not have been communicated any simpler: Move away from each other. Spread out. Get away. Do not stand next to another player. How many other ways can it be stated? It didn't matter. Whatever we told the raid to do, they panicked and spazzed out. They ran into each other. They killed each other. The simplest of tasks became a nightmare, and paraphrasing the instructions was as effective as yelling at a deaf person.

You can yell all you want, but they won't hear you.

Other raiding guilds struggled with this, too. They created bizarre images which meticulously detailed out each one of the 25 positions a person could hold in the roster, mapping each slot to a placement in the cave and a direction for them to run. It was the thing of nightmares, a paint-by-colors strategy meant for a child, handed over to grown men and women as an instruction manual. Why was this absolutely necessary? Had we fallen to such a degree that each and every person had to have their hand held as we gently guided them to the bathroom to go potty?

But that wasn't the nightmare. The horror came when we realized it wasn't helping.

Even with diagrams and arrows drawn in crayon, players continued to panic, blindly following the path given to them per the instructions, not taking into account that their positioning was off or had changed as a result of the knockback. Walking the directions we gave them without thinking for themselves. Heading towards other raiders. Ending each others lives.

Six nights.

Six painful nights is what it took until we got it right. I can't even begin to tell you how many attempts it was. It was a lot. Far too many. Far too many for the first tier of raids, and far too many for players that should have known better. Both Blizzard and our raid team had made some pretty embarrassing mistakes in this first tier thus far. Yes, there was a huge onus on us to increase each player's personal responsibility, but from a practical perspective, one thing was clear: entry level 25-man raids were insanely unforgiving.

For all the painful attempts, the wipes, the running back, going over positioning and clarifying not where you run during Shatter, but how...over the course of those six nights we eventually knocked Gruul down a peg or two. A round of yelling -- albeit somewhat muted -- filled the Vent server with what should have been considered a triumph and a victory.

I felt neither. And I had no idea why.

Kerulak poses with the 25-Man raid team
after the defeat of Gruul the Dragonkiller,
Gruul's Lair

Personally Irresponsible

Gruul's Lair was behind us, but it had opened our eyes. All the work we'd done in Vanilla, the struggles, the late nights, re-learning healing, refining keys and adding mods to the tool-chain...it all seemed irrelevant. Like we had never accomplished anything in a raid before, like we were all green and needed to start from scratch. Claiming the progress we'd made in Vanilla as a selling point to new recruits made me feel like a fraud as we languished amid tier 4. They would only have to be present in one raid to see the panic-stricken raiders get picked off by falling rocks to read between the lines. You're not progressing -- you are the very absence of progression. Look me up when your guild pulls their heads out of their collective asses.

In these opening weeks of our guild re-entering the raiding landscape, I was desperate for answers. Had we lost our touch? Was the difficulty truly as steep as we perceived it to be? Did the lack of a reliable raid assistant affect Ater more than I had hoped? Did it come down to an absence of mage leadership, or the inconvenient shortage of restoration druids blanketing the raid with Tranquility? Or was there simply a much broader, more overarching reason why everything felt oppressive?

As with any team, there are going to be folks that rise to the top, a great majority of competent individuals, and a select few bottom feeders. In the days of the 40-Man, the incompetence of those bottom feeders was masked by the sheer strength in numbers coming from the remainder of the raid. The majority of these shining-stars would act as a buffer for those who were unable to deal with such technical details as standing in fire. With the loss of the forty came with it the loss of that buffer, that extra padding that softened the blow dealt by a handful of dead weights. 

In the new world order of a 25-Man, each and every person had to account for their sins, and "carrying" would no longer be a viable option. By each player taking personal responsibility, the strength of the team became that much more robust. I believed it. It is what I strove for, and what I wished the guild to adopt as their mantra.

Wishing...is a very poor way to lead people.