Originally Posted by
ID811717
I think your mindset is extremely counter-productive in M+. You cannot fix what has already happened. So instead of trying to attribute the blame, forget what just happened and focus on what's in front of you. Whenever someone fails, the first thought in your head should be about how you can personally fix it in real time, not an impulse to just give up and name&shame that player afterwards. When the fiesta is resolved, your only goal should be timing the key against any odds (again - not wasting even a second to name&shame someone). Making another player feel bad (or just trying to educate them) during the run does not advance any of my goals (unless it's a very specific suggestion I want them to follow in the next pull) - it only serves to distract myself (and distract that other player) from the run.
If I ever discuss the mistakes of other players, I make a point to only ever do that after the run is over. I have seen way too many runs end because two players went at each other's throats in the middle of the run about which one of them did or did not do something wrong. There were cases were I took misplaced blame on myself just to make such players shut up; especially if there was a remote chance it was actually my bad. I know how it feels to afterwards carefully go through my VoDs and logs, and find out that the player blaming me was actually the one who failed (e.g. failed a shroud skip).
Everyone makes mistakes, and the only ones that matter are my own mistakes - those sting; it means I just got outplayed by the game, and need to improve. Everything else are random fuckups and wipes, as far as I am concerned... If you are a flawless player, you'll quickly rise up in score and in key levels you do, and end up in playing in R1 streamer groups within months of grinding. You're probably not flawless, but you'll still rise to the score bracket where you actually belong. Blaming others for being stuck at X score is the delusional choice. And likewise, I know some people on this forum are ready to hurt themselves (by quitting a run 30+ minutes into it) just so they can punish the "bad players" (who apparently do not deserve to complete the run). I'm not one of them, it goes against anything I value.
Attributing the blame is actually hard. More often than not there's a domino effect in play where one player's misplay leads to another player's misplay, snowballing out of control. The buck can stop at many different players, but each of them fails to react appropriately. When players do step up and not permit this, you end up seeing that big pulls or boss fights can be finished in spite of the tank, the healer or a DPS player being dead for a while. Furthermore, if someone body pulls an extra pack, and you cannot handle it (no matter if you are healer, tank, or DPS) - I would say you should consider it your own fuck-up as well, for not being able to step up and handle it. A small fuck-up, not something I'll lose my sleep over, but worth reflecting on...
On a fortified-teeming week we killed Elder Leaxa, then cleared trash to and wiped on Sporecaller Zancha (skipping Cragmaw) before 12:00/33:00 on the clock. I think that's all someone needs to know. It does not matter how to attribute the blame for any fuckups throughout these 12 minutes - this timer is extremely good for the progress in the dungeon; you can put me in this situation in a +23 or +24 key (with a better group than +16 pug) and we will time it.
Playing very high keys requires a lot of focus and communication from everyone. It can be very draining, especially if you pug or if your premade has people who tilt too much. After the pushing is over and everyone's energy is at 0, you'll see players go actually relax in what are really low keys for them, with no difficulty and stakes in them. Or sometimes you want to test something in this environment, and now the echoes farm is an additional motivation.