Etiquette, team roles, and ... is it me?
I certainly agree with the posters pointing out that the Defenders would have been much more effective had they played more aggressively and leveraged their debuffs. However, in the grand tradition of the forums, want to nitpick one tiny item in your post:
do the roles shift with such a drastically unbalanced makeup
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One of the charms of the game is how all sorts of different combinations of ATs and powersets can achieve their goals if they play to each other's strengths. What you had here was players not playing to their own strengths, and not changing their play to mesh with yours.
Leaving is certainly a legitimate option. But it can be rewarding to show a group like that how to work together and maximize their synergy. It might be tricky to explain things without coming across as bossy, and the typing required is a pain, but sometimes those teams can really turn around. It's up to you whether you have the inclination and patience to step up and make the effort -- I know I don't always feel like it myself.
Can't assess your hygiene over the Internet. Personality seems OK.
If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
> lowbie team, blind invite, all support, all new fotm
> expecting them to know how to play
Maybe I'm just a cynic, but I'm finding it harder and harder to find the patience to teach people how to play their toons rather than just walking away from a bad team. If I was feeling charitable I'd probably have checked their badges to see how old the players were. If all new, sure - I might have taken a shot at offering some guidance. But too many long-time players just can't play. But worse - think they can. There's no teaching them until they seek it out on their own.
From the team makeup and behavior it appears obvious to me they sought you out - a dps AT - specifically so you could carry their lame asterisks. You did the right thing by moving on.
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I'd want to call that a Defender-heavy or mostly-ranged team, maybe, but "unbalanced" makes it seem like there's some optimal team makeup from which that team deviated, and I don't really feel that's the case. It was an unusual team, yeah.
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I and four of my friends once created an all-Defender team. With all our buffs running on each other we all functioned like tank-scrapper-blasters. And we had more than enough crowd control to manage large (and/or multiple) mobs.
Want to build a team of tankmages? Create an all-Defender team. But for gadsakes don't have everyone take the same dang powerset. We had Kinetics, Sonic, Radiation, Empathy, and Dark on the team. We chewed through mobs like pirhanas and took down AVs in under two minutes usually (they were routinely running away from the fight after 30 seconds). And this was a team that never got past Lvl 40 (before everyone stopped playing the game all together) and ran strictly with SOs.
I try to never let an "unconventional" AT composition lure me into thinking a team will be hamstrung in some way. Most teams I find myself on don't seem to be looking for specific ATs, they are just looking for warm bodies, and it rarely seems to matter to our chances of success. On the other hand, I think it helps to pay attention to power set composition if any attempt at team tactics is going to take place (which it seems rarely does, unfortunately, but what can you do).
NOR-RAD - 50 Rad/Rad/Elec Defender - Nikki Stryker - 50 DM/SR/Weap Scrapper - Iron Marauder - 50 Eng/Eng/Pow Blaster
Lion of Might - 50 SS/Inv/Eng Tanker - Darling Nikkee - 50 (+3) StJ/WP/Eng Brute - Ice Giant Kurg - 36 Ice/Storm Controller
Five players with the same support powerset on a team is usually the recipe for WIN! This is true even at relatively low levels. This team had everything it needed to roll right through a +2 mission except effective communication and teamwork. (Think about it, 5x stacked Emps, Stormies, Darks, Sonics, FFs, whatever. WIN!)
That said, I think it's okay to walk away, to decide that you're just not up to running the show at a particular time, particularly on a blind invite. But those times you do have the energy and patience to try to get a team working well together can be really helpful to others who might not know how to best play their powersets in a team setting.
Early in my time in the game, I would join PUGs and constantly open with Crushing Field ("there's lots of enemies there, it's an AoE, and I want to be helpful in defeating them!"). Death, and not just my own, I'm ashamed to report, was a constant threat as a result of my presence on those early PUGs.
I have so much reason to be grateful to those patient folks who helped me understand how to play the game more effectively. I've become, I hope, both less annoying on teams and more effective solo as a result of their work. I try to give it back when I can. I also recognize that sometimes I'm too tired/cranky/annoyed to be useful in that way.
(I also look at veteran badges to evaluate how much leeway to give to players, but keep in mind that sometimes it's not the veteran playing at that moment. Sometimes it's the child/girlfriend/boyfriend/whatever just trying out the game. Also with a new powerset such as Time Manipulation, folks really may not have developed a feel for the best way to be useful on a team.)
I had a team experience a few nights ago ... or personal hygiene
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I know that there're a number of theories and ways to play when it comes to roles and strategies. I am familiar with some of them. But not everyone on a PUG is familiar with the same one that I am.
And, you never know how someone sees there role until they start to play. Even then they might change their mind midway.
5 Time Manipulation defenders shouldn't have ANYTHING to worry about in melee range if they all stay together. If they are all running Time's Juncture they will be hitting anything within 25 feet of them with over 50% worth of to-hit debuffs (11% or so each, unslotted, and it's autohit)
That's what confused me about the OPs story. There are multiple Time Manipulators, why the hell aren't they debuffing the crap out of everything by staying in melee range of it? |
Ranged characters aren't supposed to go into melee.
In the Character Creator is says this about Defenders:
The Defender tends to help his allies, and attack his foes, from a distance. The Defender excels at powers that assist friends, but can also hinder his enemies. The Defender is able to attack at quite a range, however, the Defender is not built for hand to hand. He might be able to dodge a few attacks, but the Defender won't last for long. |
If the game spit out 20 dollar bills people would complain that they weren't sequentially numbered. If they were sequentially numbered people would complain that they weren't random enough.
Black Pebble is my new hero.
When I do quit bad PUGs I prefer to say something. It's usually something neutral like, "I'm going to go do something else."
One of the charms of the game is how all sorts of different combinations of ATs and powersets can achieve their goals if they play to each other's strengths. What you had here was players not playing to their own strengths, and not changing their play to mesh with yours.
Leaving is certainly a legitimate option. But it can be rewarding to show a group like that how to work together and maximize their synergy. It might be tricky to explain things without coming across as bossy, and the typing required is a pain, but sometimes those teams can really turn around. It's up to you whether you have the inclination and patience to step up and make the effort -- I know I don't always feel like it myself. |
So the Brute initiates the attack by taunting a Freak Tank while standing with the rest of us. I hadn't made it a practice yet to not stand with the team, so I got worked over by the Freak grenades like the rest of them. The Brute rushes to meet the Freaks and get chopped up in quick order. Everyone else is all spread out due to the grenades' knock back, so I couldn't aura heal them all, let alone effectively using of my debuffs, and we get cut down one by one.
As I'm returning from the Hospital, the team morale is pretty low and there's talk of giving up on the mission. I told them that it didn't look that bad and we should try pulling. So one of the ranged team mates goes to pull. He takes a shot at a Freak Tank and stands his ground. He gets alpha'ed and the Brute tries to go in. He stayed up a little longer, but goes down. The rest of the team runs so it wasn't a total wipe this time.
So they're again discussing giving up. I asked them to let me pull this time. After the rest come back from the Hospital, I told them to hang back down the corridor a bit (office map). I go up to the threshold of the next room, picked a lieutenant Freak, cast Rad Infection on him and immediately ducked back around the entrance way. The green cloud aggros the whole group and I see "$#*% RUN!", "RUN!" on team chat and they all bolt. When my RI anchor rounds the corner, I Freeze Rayed him, step out and tossed Env Field on another Lieutenant and Frost Breath them for more aggro. I don't think they saw all of this, but after half a minute, they tip toed back to see why I hadn't died yet. They did see me beating down the Freak Tank with Air Superiority. They waited another 10 secs or so before getting the courage to join the fight.
They stayed to witness my technique with the next group. For the rest of the mission, I tanked for them. You'd think I'd get some respect, but no. On one group, a Freak Tank was able to stun me with Hand Clap after Air Superiority missed and then smashed me down with my toggles dropped. The Brute made a snide comment to the effect, "so you think you can tank?" I remained civil and replied that the only difference between me as a Rad and a Tank is that I didn't have anti-mez armor and that, yes, I could tank any boss with Air Superority.
For some reason, the team broke up after we finished the mission.
Teams are the number one killer of soloists.
Sorry to hear about the team but those things happen. You just deal and roll on and kudos for asking for advice rather than just ranting about it. It could have been a lot of things. Heck I once ran with the star for 9 hours one day. people who dropped due to time and stuff were sending tells asking if a spot was open to get back on the team. We rolled through a lot of content and some of the other players were literally singing praises of my superb leadership ability in broadcast. Two months later I was running with the star (rare for me, especially that super long time I just mentioned) and I could not keep a team together/alive at all. Some times things mesh and some times they do not.
Me, when I play my Em/Pistols defender (that was once part of an all defender team that kicked serious butt) I say up front that I stay near the back of the melee pack and shoot things in the head with a bit of healing and buffing going on when I can. So far no complaints.
Blind invites: Don't accept them unless prepared for extra communication and/or an interesting tale to share on the boards. I like what seebs said about seeing blind invites as an opportunity to help other players learn the game. My default is always thinking that everyone else on the team knows more about playing than I do. Maybe after almost three years of paid time that's not true anymore.
Communication: I shouldn't be afraid to make suggestions or ask for help if things aren't going well. Strategy and roles: I'll realize that on a team with an unusual makeup, it might be necessary to reconsider traditional roles, and to -- in a casual way -- find out what other people are thinking. And I won't try to tank with a scrapper without good support, especially at such a low level with such undeveloped defenses. |
A nonconfrontational way to get communication going early on is by asking a few questions. If people take offense at that, you have a pretty quick warning that they will also reject your advice, and can leave.
I was on a Death from Below trial last night with a couple friends, and got a couple extra folks (as often happens with that). I was puzzled the tank wasn't running in to take alphas, but my friend the scrapper was willing to, and I ran in on my /time corruptor just after the alpha to pop the aura regen, which kept her on her feet. If I hadn't had my friend the scrapper along, I would have had to have a discussion with the PUG tank to coordinate things more, but as it was it worked out ok. You are right, though, that at low levels tanking on any decent sized team needs a bit of support of some kind, even on a tank really. Melees just aren't tough enough yet to deal with large spawns for very long, and teams don't do enough damage to vaporize them yet.
That's what confused me about the OPs story. There are multiple Time Manipulators, why the hell aren't they debuffing the crap out of everything by staying in melee range of it?
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.