Last night was Mirmiron. Best attempt was 2%/2%/2% in P4 - but that's not where I'm going.
Throughout raiding, there are wonderful/terrible fight mechanics that produce instant signs someone has or has not done something important. From more to less recent...
- Mirmiron's Missiles
- Mirmiron's Shock Blast
- Mirmiron's Laser Barrage
- Hodir's Flash Freeze
- KT's Void Zones
- Saphirion's Frost Bomb
- Thaddius's Charges
- Felmyst's Breath
- Eredar Twin's Conflag (Chaining it).
- Illidan's Shear
- Archimonde's Air Burst (Cratering).
- Lurker's Spout
All of these abilities spell instant death (or a clear debuff).
All of these abilities are 100% always avoidable with proper play.
No luck involved.
No passing off the blame to someone else.
If you haven't killed bosses on this list, or spent ungodly amounts of time on a listed boss, its most likely because of the above associated ability ability.
While there are dozens of abilities that require people to move out of things, run in a circle, or jump in place - the greater majority of them are not black and white. If you stand still on Hodir/Keristraza, you'll just take more and more damage. If you get hit by a lava wave in OS, your health only gradually goes down, and you can pop a HS / get healed. Short version: Most times you can heal through stupid.
Having things that can't be healed through is a good thing, despite where you think this may be going.
Without black and white indicators like the ones above, raid leaders can have a difficult time parsing through miscellaneous / "accidental" / "unlucky" (Oh how I hate that excuse/logic) deaths. What raid leaders do with the info gleaned from these mechanics, is a large part of how a guild is defined.
As an example...
LOKI was working on Mirmiron last night. The short version of the fight, is that you have three phases where he introduces some black/white indicators, along with other fun abilities - then uses them all together during the fourth phase, while requiring three sections of his body to be killed within ten seconds of each other.
When we started, we had people dying to B&WI. I started recording names, looking for trends, and making people knew they'd be held accountable. It was only about a half hour until we were solidly getting into phase four - people that knew they were under a microscope, and there were no excuses for the ways they were dying.
As the night went on, we pushed the mass-raid-failure back deeper and deeper into p4. We had some people who's occasional deaths in p1-3 flagged them as only moderately able to deal with the abilities that came in combination in p4 - and so they were sat. One veteran knew that they were having a rough time - and accepted their bench spot gracefully. Others (newer members) had to get pushed out the door. Our policy of having a set of players on standby let us quickly fill their spots.
What does your guild do?
Tolerance of occasional mistakes is one thing - and how far you go to train/teach/enlighten failing raid members is a defining quality of a guild. As far as holding on to people that consistently die - I'll quote the definition of insanity.
"Insanity is doing the same thing over and over again yet expecting different results. "
What game companies can learn from Albion Online
12 hours ago